Scientific Program

Conference Series Ltd invites all the participants across the globe to attend 3rd International Conference on Computer Graphics & Animation Las Vegas, USA.

Day 1 :

Keynote Forum

Michael Zyda

USC GamePipe Laboratory, USA

Keynote: Why the VR you see now is not the real VR

Time : 10:00-10:45

Conference Series Computer Graphics 2016 International Conference Keynote Speaker Michael Zyda photo
Biography:

Michael Zyda is the Founding Director of the USC GamePipe Laboratory, and a Professor of Engineering Practice in the USC Department of Computer Science. At USC, he founded the BS in Computer Science (Games), the MS in Computer Science (Game Development) and the USC Games joint Advanced Games course and took that program from no program to the #1 Games program in the world. That program has been rated #1 by the Princeton Review for six straight years. His alums have shipped games played by over 2.5B players, about $100B in revenue. From Fall 2000 to Fall 2004, he was the Founding Director of the MOVES (modeling, virtual environments and simulation) Institute located at the Naval Postgraduate School, Monterey and a Professor in the Department of Computer Science at NPS as well. Professor Zyda's research interests include computer graphics, large-scale, networked 3D virtual environments and games, agent-based simulation, modeling human and organizational behavior, interactive computer-generated story, computer-generated characters, video production, entertainment/defense collaboration, modeling and simulation, and serious and entertainment games. He is a pioneer in the following fields - computer graphics, networked virtual environments, modeling and simulation, and serious and entertainment games. He holds a lifetime appointment as a National Associate of the National Academies, an appointment made by the Council of the National Academy of Sciences in November 2003, awarded in recognition of “extraordinary service” to the National Academies. He is a member of the Academy of Interactive Arts & Sciences. He served as the principal investigator and development director of the America’s Army PC game funded by the Assistant Secretary of the Army for Manpower and Reserve Affairs. He took America’s Army from conception to three million plus registered players and hence, transformed Army recruiting. The creation of the America’s Army game founded the serious games field. He co-holds two patents that form the basis for the 9-axis sensor in the Nintendo Wii U. He is known at the Indiana Jones of virtual reality and the Raymond Chandler of technical computer science.

Abstract:

We are at the primitive stage for virtual reality where we can see and move through and interact with either 50,000 triangles per frame on a mobile device or 2M triangles per frame on a device tethered with a very thick cable that lives in danger of pulling your $2,000 desktop off the desktop. While all of this is exciting, we have greater things that will come out into this field and give us experiences just barely even thought of.  We will see lighter headsets, augmented reality systems that project directly into our eye, tracking that becomes non-intrusive and less finicky, speech recognition that becomes first rate and AI characters we can talk to and interact with, characters imbued with emotions that react to our sensed emotions. The biggest issue is how do we author story in all of this and make it as competitive for our emotional engagement as film and the best of non-VR games. We talk about these issues and why VR is going to be bigger, badder & not just 1990’s graphics on a mobile phone stuck on our face.

Break:

Group Photo Time

Refreshment Break: 10:45-11:00 @ Atrium

Keynote Forum

Anton Nijholt

University of Twente, Netherlands

Keynote: Playful and Artistic Smart Material Interfaces

Time : 11:00-11:45

Conference Series Computer Graphics 2016 International Conference Keynote Speaker Anton Nijholt photo
Biography:

Anton Nijholt received his PhD in computer science from the Vrije Universiteit in Amsterdam. He held positions at various universities, both inside and outside the Netherlands. In 1989 he was appointed full professor at the University of Twente in the Netherlands. His main research interests are human-computer interaction with a focus on playful interfaces, entertainment computing, and humor generation. He edited various books, most recently on playful interfaces, social collective intelligence, and brain-computer interaction. A new book on 'Playable Cities' will appear in 2016. Together with many of the more than fifty PhD students he supervised, he wrote numerous journal and conference papers on these topics.

Nijholt acted as program chair and general chair of many large international conferences, including ACE (Advances in Computer Entertainment), ICMI (International Conference on Multimodal Interfaces), ICEC (International Conference on Computer Entertainment), ACII (Affective Computing and Intelligent Interaction), CASA (Computer Animation and Social Agents), INTETAIN (Intelligent Technologies for Interactive Entertainment), FG (Faces & Gestures), and IVA (Intelligent Virtual Agents). Recent (2015-2016) keynote talks at various conferences have been on humor engineering in smart environments, playable cities and on the future of brain-computer interfaces for  non-clinical applications.

Nijholt is chief editor of the specialty section Human-Media Interaction of the journals Frontiers in Psychology, Frontiers in Digital Humanities, and Frontiers in ICT. He is co-editor of the Springer Book Series Gaming Media and Social Effects. Since 2015 he is also Global Research fellow at the Imagineering Institute, Iskandar, Malaysia, where he continues his investigations in playfulness and humor in interfaces and smart environments.

Abstract:

In this talk we draw attention to the emerging field of smart material interfaces. These novel composites, that in some cases are already celebrated as the answer for the 21st century’s technological needs, are generally referred to as materials that are capable of sensing the environment and actively responding to environmental changes by changing their physical properties. That is, smart materials have physical properties that can be changed or controlled by external stimuli such as electric or magnetic fields, light, temperature or stress. Shape, size and color are among the properties that can be changed. Smart material interfaces are physical interfaces that utilize these materials to sense the environment and display responses by changing their physical properties. Some common smart materials appear in the form of polymers, ceramics, memory metals or hydro-gels. This talk aims at stimulating research and development in interfaces that make novel use of such smart materials. Smart material interfaces can be applied in different domains and used for different purposes: functional, communicative and creative. We will also discuss our own experiences with smart material interfaces. We will show examples of creative artifacts designed by students of the Fine Arts Academy in Venice and by primary school children using thermo-chromic and conductive ink for the design of ‘electronic’ Origami.

Keynote Forum

Newton Lee

ACM Computers in Entertainment, USA

Keynote: From the World's First Computer Art to Star Trek's Holodeck

Time : 11:45-12:30

Conference Series Computer Graphics 2016 International Conference Keynote Speaker Newton Lee photo
Biography:

Newton Lee is CEO of Newton Lee Laboratories LLC, president of the Institute for Education, Research, and Scholarships, adjunct professor at Woodbury University’s School of Media, Culture & Design, and editor-in-chief of ACM Computers in Entertainment. Previously, he was a computer scientist at AT&T Bell Laboratories, senior producer and engineer at The Walt Disney Company, and research staff member at the Institute for Defense Analyses. He was founder of Disney Online Technology Forum, creator of Bell Labs’ first-ever commercial AI tool, and inventor of the world’s first annotated multimedia OPAC for the U.S. National Agricultural Library. Lee graduated Summa Cum Laude from Virginia Tech with a B.S. and M.S. degree in Computer Science, and he earned a perfect GPA from Vincennes University with an A.S. degree in Electrical Engineering and an honorary doctorate in Computer Science. He is the co-author of Disney Stories: Getting to Digital; author of the Total Information Awareness book series including Facebook Nation and Counterterrorism and Cybersecurity; coauthor/editor of the Digital Da Vinci book series including Computers in Music and Computers in the Arts and Sciences; and editor-in-chief of the Encyclopedia of Computer Graphics and Games.

Abstract:

Albert Einstein once said, “True art is characterized by an irresistible urge in the creative artist.” In accordance with the theme of the conference – “Where Art meets Science…. Imagine the Possibilities! ” – Newton Lee’s keynote speech takes us on an unforgettable journey from the world's first computer art to Cyborg artists to Star Trek's Holodeck. Along the way, he also discusses virtual reality with Oculus Rift, Microsoft HoloLens, and Magic Leap, among others.

In a 1996 interview by Terry Gross, Steve Jobs remarked that “computer science is a liberal art; it’s something everyone should know how to use, at least, and harness in their life. It’s not something that should be relegated to 5 percent of the population over in the corner. It’s something that everybody should be exposed to and everyone should have mastery of to some extent, and that’s how we viewed computation and these computation devices.”

Regina Dugan, senior executive at Google and former director of DARPA, summed it up nicely: “Science is art. It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.”

  • Computer Graphics
Location: Riviera
Speaker

Chair

Matthew Johnson

University of South Alabama, USA

Speaker

Co-Chair

Lauren Carr

Montclair State University, USA

Session Introduction

Matthew Johnson

University of South Alabama, USA

Title: Engaging students while encouraging focus and time management in the computer arts classroom

Time : 12:30-13:00

Speaker
Biography:

Born and raised in Mobile, Alabama Matthew Johnson has been a Professor of Graphic Design at the University of South Alabama for 12 years and a designer for over 20.  He holds an MFA in Graphic Design from Louisiana Tech University, is an internationally awarded designer, and published children’s book author and illustrator. His experiences in the field, as well as the classroom, allow him to present confidently regarding topics of Graphic Design and student engagement. He lives for visual gratification and the ability to create. Matt’s world revolves around visual communication and the satisfaction that comes from a piece of work well done.

Abstract:

In a society where instant gratification reigns it can be difficult to keep students engaged in the classroom. Computer graphics, and other digitally related fields, often require patience and focus. In this conference presentation I would like to address ways in which educators can develop a course strategy that encourages their students to master a set of objectives while gaining an aptitude for time management and attention to details. With our older generations it is often discussed the need for a slower pace and an appreciation for the small things. This has never been more true than it is today. Many of the mistakes made by students and young creatives come from being overwhelmed by technology and the expectations of their time. This will be the topic of my discussion.

My presentation objectives are as follows:                                  

1. Understanding the present dilemma in the computer graphic’s classroom.

2. Outlining the needs of our computer graphics’ students.

3. Developing lesson plans that encourage time management and focus

4. Breaking assignments down into smaller pieces to reinforce a control of pacing

5. Maintaining a grading system that complements the new course strategies.

Emphasis will be put on understanding the new generation, the world in which they live, and what this means in the classroom. As educators it is crucial that we strive to keep our students interested, engaged, and learning. Allowing them to spread their creative wings while also balancing the technical and time intensive nature of computer graphics and its’ workflow. It is my goal with this presentation to leave viewers with a course template that will keep their students’ interested while not sacrificing their creativity or sanity.

Break:
Lunch Break: 13:00-13:45 @ Atrium

Lauren Carr

Montclair State University, USA

Title: The synthesis of 3D software in fine art

Time : 13:45-14:15

Speaker
Biography:

Lauren Carr joins the Department of Art and Design as Assistant Professor in the Animation/Illustration program. She has worked professionally for Disney Feature Animation, Cinesite, Sony Pictures Imageworks, and Dreamworks Animation. Some of her film projects include Tangled, Meet the Robinsons, Chicken Little, X-Men United, Rio, and Ice Age 4. Prof. Carr was a character simulation technical director at Blue Sky Studios and, prior to coming to Montclair State University, had taught for the School of Visual Arts in the Department of Computer Art, Computer Animation & Visual Effects.

 

Abstract:

The experimental art of 3D animation is steadily developing within animation studies. Artists are implementing the powerful tools in 3D software and presenting innovative and inspiring images. My work is motivated by the robust software used in the feature animation and gaming industry. The same third-party 3D software, which is now readily accessible, to produce experimental animation that echoes traditional drawings.

My collaborative method utilizes three art forms—fine art, animation and poetry. The purpose investigates and applies a different technique in 3D software, resulting in a non-traditional 3D animated style. The work I create features myself as animator and director and world-renowned poet Frank Messina.

This notion includes 3D software to the artist toolset as a means to recapitulate their craft. My goal is to convey an unusual aesthetic tone for 3D animation and uncover new forms of study for fine art students. Most animation students try to simulate the conventional "Pixar" style—often times yielding mediocre results, and in my estimation, places an unpropitious barrier separating fine art and technical art. However, this modified approach lends itself to new perspectives for animation and fine art students as they recommence development.

Paolo Minetola

Polytechnic University of Turin, Italy

Title: Enhancing the dimensional accuracy of a low-cost 3D printer

Time : 14:15-14:45

Speaker
Biography:

Paolo Minetola is Associate Professor at the Department of Management and Production Engineering (DIGEP) of the Politecnico di Torino, Italy. His research intersests include 3D printing, additive manufacturing (AM), 3D scanning, reverse engineering (RE) and metrology. He is author and coauthor of over 40 paper published in national and international conference proceedings and scientific journals. In 2015 he has won the first prize of “The Cubesat Challenge”, a design challenge promoted and sponsored by Stratasys Vertical Solutions – Aerospace about the optimization for additive manufacturing of the structure of small research satellites.

Abstract:

3D printing is widely used in the entertainment industry by filmmakers, effect studios and game designers to easily and fast fabricate characters or objects that are first virtually modelled through Computer Graphics. There are several commercial proposals in the field of low-cost 3D printers, with prices starting from a few hundred euros for kits that the users should assemble by themselves. However, their performances in terms of part accuracy are quite limited and are basically the consequence of a lack of optimization both in mechanical terms as in software.

Starting from these considerations, an optimization project was assigned to the students of the Specializing Master in Industrial Automation of the Politecnico di Torino. The Master is developed in collaboration with COMAU S.p.a., a company worldwide leader in automation expecially for the automotive sector. The task of enhancing the performances of the 3D printer Prusa i3, that is supplied in the assembly box, was assigned to sixteen engineers attending the Master who were divided into 4 groups. The activities have led to the birth of four new 3D printers: Fluo, Ghost, Metallica and Print-Doh.

In order to assess and validate the improvements, a benchmarking activity was carried out to evaluate the dimensional accuracy of the four printers. The benchmarking was based on the manufacturing of an innovative reference artifact whose geometrical features are designed to fit within different ISO basic sizes. Each group printed a replica of the reference part with their own new printer and then the replicas were measured by means of a coordinate measuring machine (CMM). Measures were used to compare the performances of the four printers and the results of the benchmarking considers the dimensional accuracy of the replicas in terms of ISO IT grades, but also the form errors of the geometrical features through GD&T tolerances.

Speaker
Biography:

Jiri Navratil received his PhD in Computer Science from Czech Technical University at Prague in 1984. He worked for 30 years at Computing and Information Center of CTU in different positions linked with High Performance Computing a Communications. During his several sabbatical leaves he worked in  Switzerland, Japan and USA in the field of networking. Since 2006 he started work for CESNET - Czech Education a cientific Network as leader of group supporting special research applications using high speed Internet. In last years he participated on several multimedia performances organized in frame of large international cooperation in different fields.

Abstract:

CESNET is a research organization with research focused on networking and video processing. We also play a role of the National Research and Educational Network (NREN) providing e-infrastructure (high-speed network, computing services and data storage facilities) to academic users in the Czech Republic. The CESNET network is a part of the pan European network GEANT, which connects all academic networks in Europe and provides many links to Asia, Africa, South America and the US. It creates an ideal environment for collaboration in many directions of science or culture.
CESNET over the years has developed two technologies that allow transmission of HD video over a network - UltraGrid as a software-based solution and 4KGateway as hardware-accelerated FPGA-based solution.
The 4K Gateway was originally designed for 4K video contribution. Due to its very low added latency, it can be used for a much wider range of applications such as remote access to scientific visualizations, for medical sessions connecting operating theatres with lecture halls and conference venues and for eCulture events and collaboration. It has been successfully used in various applications, which need high quality and low latency transmissions.
In the last several years we presented several joint chamber concerts in 3D vision or concerts with remotely playing musicians together with local performers and also demonstrated interactions with remote control of 3D models to access the national cultural heritage.
In this conference we will show several examples how real-time collaboration among countries can be organized that results in cultural cyber performances.
The first example is a performance named ”Dancing beyond Time” that involved approx. 100 people in three continents. The event took place at the 36th APAN Meeting held in Daejeon, Korea on 21 Aug 2013. The team included network engineers and researchers, audio-visual technicians, programmers, musicians, dancers, scene designers and choreographers, with some people spanning multiple areas. The event began simultaneously in Salvador, Brazil (BR), Prague, Czech Republic (CZ), Barcelona, Spain (ES) and Daejeon, Korea (KR). The music performance was captured by a 4K camera and delivered from HAMU to KAIST by a pair of FPGA-based 4K Gateway devices, which also provided a backward HD channel from KR to CZ for stage monitoring. Audio channels were transferred embedded in the video channel, which guaranteed a perfect video to audio sync in KR. The 4K video was sent uncompressed to preserve high quality.
The second example is a performance presented at the APAN meeting in Nantou (Taiwan). In this performance participated teams from CZ, US, ES and TW. The challenge of this performance was in synchronization of contributions of all performers. With experiences of this we could continue with such events on major international events, celebrations and conferences. The latest event was a join organ concert of famous Norway and Czech organists from Trondheim and Brno presented on TNC16 in Prague.

Leonel Antonio Toledo Díaz

Instituto Tecnológico de Estudios Superiores de Monterrey, México

Title: Crowd simulation: Overview and applications.

Time : 15:15-15:45

Speaker
Biography:

Leonel Toledo recieved his PhD from Instituto Tecnológico de Estudios Superiores de Monterrey Campus Estado de México in 2014, where he currently is a full-time professor. From 2012 to 2014 he was an assistant professor and researcher. He has devoted most of his research work to crowd simulation and visualization optimization. He has worked at the Barcelona Supercomputing Center using general purpose graphics processors for high performance graphics. His thesis work was in Level of detail used to create varied animated crowds. His research interests include crowd simulation, animation, visualization and high-performance computing.

Abstract:

Crowd simulation can be classiffied into two different broader areas. The first one focuses on a realism of behavioral aspects, this is usually done using simple 2D visualizations like evacuation simulators, sociological crowd models, or crowd dynamic models. In this area, simulated behaviors are generally represented from a very narrow, controlled range (for example, people just trying to exit a building or people forming ring-like crowd structures) with efforts to quantitatively validate correspondence of results to real-world observations of particular situations.

In the second area, the main goal is high-quality visualization (for example movie production and computer games), but usually the realism of the behavior model is not the priority. What is important is a convincing visual result, which is achieved partly by behavior models, partly by human intervention in the production process. A virtual crowd should both look good and be animated in a believable manner. Simulating dense crowds that are composed of hundreds of thousands virtual humans is impossible without the aid of Level of Detail (LOD) techniques. The requirement in interactive systems for real-time frame rates means that a limited number of polygons can be displayed by the graphics engine in each frame of a simulation. Therefore, meshes with a high polygon count often have to be simplified in order to achieve acceptable display rates.

Crowd simulation has gained attention recently in the movie and video game industry, still there are broader applications in which crowd simulation is associated. Agoraphobia treatment, virtual heritage, urban planning, traffic simulation may be some applications of this research and governments and private industries such as video game or movie companies can benefit from it.

Break:
Refreshment Break: 15:45-16:00 @ Atrium

Farley J. Chery

Worcester Polytechnic Institute, USA

Title: Designing Backwards: Rethinking complex issues in Animation

Time : 16:00-16:30

Speaker
Biography:

Farley Chery is an Assistant Professor of practice, who specializes in production art with a focus on motion capture and rigging techniques in the IMGD program at Worcester Polytechnic Institute. His research changed many ideas about rigging. Elements of his “Enhanced Ik” are now used in studios throughout the world such as Dwarf Labs in France to Valve Software and Epics games in America. Epic games features “Enhanced Ik” in it’s Maya plug-in ARTools for the Unreal 4 engine. He continues to innovate and educate in the 3d space. He has published many tutorials based on his research with Digital Tutors.

Abstract:

“3D Animation” for many consists of characters moving and acting on screen. Rigging is a background artform that many do not even know exists; it is one of the most important steps to creating believable characters and motions to create the illusion of life. I propose a new methodology to achieve less user clicks while animating, reducing production time by overcoming one of the biggest technical limitiations in animation. Since 2004, commercial developers have tried to create a stabel and intiuitive Multi-way/Bi- directional constraint. Looking at the problem from a user’s perspective; there are tools already made available to the public and imagining the user’s visual experience leads to solutions that are simpler to apply. Technical complexity in animation is defined by the limitations of the tools they use to manipulate the charatcer. By rethinking the issue of Bi-directional constraints as a user interface issue rather than an issue of technical dependency limitation, simpler code can be utilized to switch out control hierarchies. Instead of breaking or negotiating technical issues associated with linear dependencies; it avoids them altogether. Thinking
backwards allows us to feign the wholeness of a system while behind the scenes several systems drive functionality and provides an intuitive user experience with the rig. Also, working within current rule sets reduces feature creep and obsoletion. Rethinking these issues actualizes the freedom animators desire by circling obstacles created by software limitations.

Dmitry Gaborak

Insomniac Games, USA

Title: The most important steps and secrets in character creation

Time : 16:30-17:00

Speaker
Biography:

Dmitry Gaborak is Senior Digital Artist in Insomniac Games at Los Angeles, USA. Presently works on upcoming Spider-man video game exclusively for Play Station 4. He has been working for video-game and film industries for over 12 years: in-house with Industrial Light & Magic (Disney), Gameloft and as freelancer with Microsoft, Sony Computer Entertainment, Warner Bros. and HBO, to name a few. He had a honor to contribute to well-known titles such as  "Evolve"-Game of the Year 2014, "Halo 5"-the fastest selling Microsoft game in the history, "Batman Arkham Knight", Warcraft film and many-many others.

Abstract:

-Introduction.
    Portfolio and projects I've worked on.
-Demonstration a real production/personal assets and elucidation.
-Practical theory of 3D character development.
-Creation characters and creatures for Games and Film and difference.
-Nowadays and the future industry/job trends.
-Demo
    The birth of a Concept Idea.
    Blocking rough and searching forms.
    Middle details and main parts of the design.
    Polishing and micro details.
    Visualisation/Rendering.
    Post-editing enchantment.