Day 1 :
Adjunct Professor, University of Toronto, Canada
Keynote: Art of Fluid Animation
Jos Stam was born in the Netherlands and educated in Geneva, Switzerland, where he received dual Bachelor degrees in Computer Science and Pure Mathematics. In 1989, he moved to Toronto where he completed his Masters and Ph.D. degrees in computer science. After that, he pursued postdoctoral studies as an ERCIM fellow at INRIA in France and at VTT in Finland. In 1997 he joined the Alias Seattle office as a researcher and stayed there until 2003 to relocate to Alias' main office in Toronto. He is now employed with Autodesk as a Senior Principal Research Scientist as part of Autodesk's acquisition of Alias in 2006. He is also affiliated with the University of Toronto as an Adjunct Professor in the Department of Computer Science. His research spans several areas of computer graphics: natural phenomena, physics-based simulation, rendering and surface modeling, especially subdivision surfaces.His latest creation is a unified dynamics solver called Nucleus, which is embedded in MAYA and has been used in many movies to create special effects.e has published papers in all of these areas in journals and at conferences, most notably at the annual SIGGRAPH conference. In 2005, he was awarded one of the most prestigious awards in Computer Graphics: the SIGGRAPH Computer Graphics Achievement Award. He also won two Technical Achievement Awards from the Academy of Motion Picture Arts and Sciences: in 2005 for his work on Subdivision Surfaces and in 2007 for his work on fluid dynamics. He was also featured in a January 2008 Wired magazine article.
In this talk, I present my work on fluid dynamics for the entertainment industry. The talk will introduce basic concepts of fluids and a brief history of computational fluid dynamics. Subsequently I will talk about my contributions of applying computational fluid dynamics to the entertainment industry like games and movies. I will also discuss our implementation of this technology into our MAYA animation software. In 2008 I received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences ("tech Oscar") for this work. I will also mention my work on bringing fluid dynamics to mobile devices like the Pocket PC in 2001 and the iPhone in 2008. In 2010 we released FluidFX and MotionFX for iOS and MacOS. The talk will feature many live demonstrations and animations. The talk is basically a condensed version of my book "The Art of Fluid Animation".
- Plenary Sessions
Full Professor, University of Calgary, Canada
Marina L. Gavrilova is a Professor in the Department of Computer Science, University of Calgary, a Head of the Biometric Technologies Laboratory and a Board Member of ISPIA. Her publications include over 300 journal and conference papers, edited special issues, books and book chapters in the areas of image processing, machine learning, biometric and online security. She has founded an international conference series with LNCS/IEEE, co-chaired a number of top international conferences, and is Founding Editor-in-Chief of LNCS Transactions on Computational Science Journal. She is on the Editorial Boards of the Visual Computer, International Journal of Biometrics, and six other journals. She has given over 50 invited lectures and tutorials at major scientific gatherings and industry research centers, including Stanford University, SERIAS Center at Purdue University, Microsoft Research USA, Oxford University UK, Samsung Research South Korea, and others. She has a number of awards, professional designations and media apeparances.
Rapid development of machine learning methods opened the door to a new class of fast and reliable identity management solutions, and forever changed the research landscape. One of the applications where benefits of using machine learning methods are on the full display is in image and video processing. This invited lecture will discuss recent trends, state-of-the-art methods and applications of machine learning in security and medicine. Traditional definition of biometric security research is recognizing someone’s identity from collected biometric data, which includes physiological, behavioural, soft, or social traits. Physiological features can be often collected visually (facial image, ear, iris etc) or through some specialized devices, such as infrared sensors, remote temperature measuring devices, and so on. Behavioural characteristic include the way a person walks (gait), the way person talks (voice), the way person writes (typing patters, keystroke pressure) etc. Soft biometrics include easily collected but not so unique data, i.e. age, gender, height, weight etc. Area where the development of new technologies can have a very tangible effect on society is security and medicine. It is generating a lot of interest and getting traction in biometric research, as well as in related fields looking into human interaction, physiological studies, user profiling, pattern recognition, authorship identification and collective intelligence. This lecture outlines one of the first studies that looks at integrating KINECT sensor image and video processing based on a human gait with activity and emotion recognition. Applications and impact on patient physiohterapy rehabilitation through continuous progress tracking and visual data analytics are also discussed.
- Computer Graphics
Professor, Regent University, USA
AI Ethics Researcher, McGill University, Canada
Abhishek Gupta is a Prestige Scholar from McGill University with a degree in Computer Science and Economics, he's an AI Ethics researcher and the lead organizer for the Montreal AI Ethics meet-up which is a bi-weekly event where members from the community do a deep dive into technical and non-technical aspects of the ethical development of AI. His current interests include reproducibility and accountability as key pillars in building ethical AI. Most recently, he's written a paper on how large-scale data breaches combined with advances in deep learning techniques will lead to the next generation of identity theft and fraud.
When using AI techniques to build computer graphics applications that have interactions with users in real-world contexts, it is important to eke out biases in the underlying distribution of the dataset. Neglecting to address this can lead to unwanted ethical impacts on the users, furthermore even for applications that are present in contained settings, computer games as an example, generative content from AI techniques can lead to negative consequences in terms of the algorithm picking up biases from the training datasets and exhibiting them. With examples like DeepFakes, the ethical consequences are even more dire when advances in such research can impact the lives of people in a significant manner. In the case of computer vision, the ethical implications are more evident, especially thinking about adversarial examples used to trick self-driving systems which can potentially harm human life.
This talk will illustrate examples where biased datasets and other examples can lead to unethical consequences and propose ideas on how to balance ethics with progress when deploying AI techniques in the field of computer graphics and computer vision.
David Fugere-Lamarre is a Co-founder and CEO of iLLOGIKA, an industry veteran who started his career many years ago as a programmer. Entrepreneurship is a family passion, he founded his studio, and iLLOGIKA is now one of the main actors of the Montreal indie community. He is a computer engineer, graduated from École polytechnique de Montréal. He also holds a master's degree in engineering project management. He is a ten-year veteran in the interactive gaming and development industry, having worked for companies such as Phoenix Interactive, Behavior Interactive, and Illogika. He is a specialist of Unity and teaches this technology in schools specialized in the field of the game and within companies.
FlickBlocks mixes classic gameplay with VR to create an experimental game that’s high intensity action and strategy. This game prototype emerged from our research and development initiative and has been produced in 3 weeks. The prototype is now published on itch.io for all to enjoy. Its category of Games, Research & Development, Virtual reality, and platforms is HTC Vive and Oculus Rift.
Air Punch is an innovative VR demo exploring a new locomotion technique using punches we call Punch Dash ! Produced in between 4 to 5 weeks, the game is now published on itch.io for all to enjoy. Air Punch is above all a prototype, created for R&D purposes. ts category of Games, Research & Development, Virtual reality, and platforms is HTC Vive and Oculus Rift.
iLLOGIKA has developed externally games for UbiSoft, SquareEnix and Disney. More recently they have been focusing on AR/VR R&D and have developed a series of tools that are pushing the midddleware and hardware solutions that are currently available. They are interested in sharing the methodology, challenges and results they have achieved while developing VR specific animation pipelines, texturing and destruction tools.
Professor, University of Monterrey, Mexico
Irving A. Cruz-Matías is full time professor in the Computer Science Department at University of Monterrey, Mexico. He received the Ph.D. in Computing from the Polytechnic University of Catalonia, Barcelona, Spain in 2014. His research interests include modelling, analysis and visualization of 3D biomedical samples, digital image processing and in general, the application of computer graphics in the bioengineering field.
Bio-CAD and in-silico experimentation are getting a growing interest in biomedical applications, where scientific data coming from images of real samples are used to evaluate physical properties. In this sense, analyzing the pore-size distribution is a demanding task to help to interpret the characteristics of porous materials by partitioning it into its constituent pores. Pores are defined intuitively as local openings that can be interconnected by narrow apertures called throats that control a non-wetting phase invasion in a physical method. There are several approaches to characterize the pore space in terms of its constituent pores, several of them requiring prior computation of a skeleton. This paper presents a new approach to characterize the pore space, in terms of a pore-size distribution, which does not require the skeleton computation. Throats are identified using a new decomposition model that performs a 2D spatial partition of the object in a non-hierarchical sweep-based way consisting of a set of disjoint boxes. This approach enables the characterization of the pore space in terms of a pore-size distribution.
FEU Institute of Technology, Philippines
Ma. Corazon G. Fernando is an alumnus of Polytechnic University of the Philippines with a Master’s Degree in Information Technology and currently pursuing her doctorate degree in Technological Management in Technology University of the Philippines. She has been handling Information Technology subjects for the the last 10 years and currently a full-time faculty member of the College of Computer Studies at FEU Institute of Technology. She also engage in various IT research and her oral presentation accepted in ICCIP 2017 Japan. Perivous research paper presented in IEEE Region 10 Conference (TENCON 2016) Singapore, IEEE Region 10 Symposium (TENSYMP) Indonesia, and IEEE TENCON 2015 China. She is also a member of several organization such as American Society for Research (ASR), and International Association of Computer Science and Information Technology (IACSIT).
The project is primarily focused to the Virtual Tour for the Museum of Philippine Political History. Virtual Tour was chosen as a promotional tool because it is one of the contemporary media today. The tour will showcase each of the station and artifacts that is present there, it will have 360° audio-visual presentation and 360° free-roam tour. The audio-visual presentation will have narration for each station inside the museum, the free-roam tour you can interact with the artifacts inside of each station present in the museum.
The project’s goal and advocacy are to provide an innovative experience and knowledge about the state of the country’s political state throughout the years while it provides promotion to the museum and information about it. The promotion doesn’t only aim for the museum but also for the political history so that the community would understand its importance and significance.
The virtual tour will be present in their government website, Facebook page, and promotional website.
Universiti Tunku Abdul Rahman, Malaysia
Assistant Professor Dr. Khor Kheng-Kia has his expertise in computer graphics and passion in preserving traditional performing arts via digital technologies. His main interest fells between the convergence of computer technologies and traditional art. He has published more than half a dozen of journal articles on topics related to Malaysian shadow play and the use of digital technologies to capture and/ or preserve the art of this art form. He is currently working as assistant professor cum deputy dean (academic development & undergraduate programme) of Faculty of Arts and Social Science, Universiti Tunku Abdul Rahman, Malaysia. As a panel assessor of Malaysian Qualifications Agency (MQA), he also has more than a decade of academic experience in teaching arts and design subjects as well as developing educational/ training materials.
With the advent of 4th Industrial Revolution, many traditional performing arts and games are facing severe competitions from the ones in digital forms and media. Most of the youngsters today are widely and highly exposed to the ubiquitous and proliferate online/ mobile games inundated with stunning and delectable Computer-Graphics (CG). Therefore their interest towards traditional performing arts are evanescent. This global phenomenon is threatening the survival of traditional performing arts in many developing countries.
In Malaysia, almost all traditional performing arts and games are receiving lukewarm interest from the local youngsters and thus many of them have either extinct or unlikely to last long. This include wayang kulit Kelantan which can be perceived as a national shadow play with high-standard of cultural and artistic values.
McLuhan’s theory asserted that technology innovations are merely enhancements or extensions of ourselves and people will use them to enhance their current activities, practices and values. Since 2006, the author has been studying on the application of Computer Graphics (CG) in capturing, simulating, preserving, conserving and reviving the arts and visual of traditional wayang kulit Kelantan.
Key-frame animation, motion capture, procedural animation techniques, just to name a few, have been explored and applied by the author in many experiments related to wayang kulit Kelantan. In addition to that, a methodological framework has also been introduced in 2016 to suggest the best possible outcomes for digitalization of wayang kulit Kelantan. Here, the author would like to share with the CG adepts from all parts of the World on my decade of research related to the convergence of traditional shadow play and emerging CG techniques.
Faculty of Technical Education of the State of Rio de Janeiro, Brazil
I teach computer graphics since 2009 in a public faculty of the State of Rio de Janeiro, in Brazil. Specifically in a beautiful city called Petrópolis. This faculty offers only one course called Training in Information and Communication Technology, with 3 years of duration, divided into 6 periods. My discipline of Introduction of Computer Graphics occurs in the 4th period, where normally, students are worried about getting a job or retaining the job they already have. In Brazil we don’t have manny opportunities in jobs with computer graphics. In fact, this market has been growing in recent decades, but the opportunities are few. In this way, my discipline is not that attractive as I would like it to be. In this session I'm going to talk about how computer graphics have motivated students to improve their programming skills, even though they are not interested in it. Furthermore, I'm going to present some success stories from students who are effectively working with computer graphics, one of them in Australia.
I teach computer graphics since 2009 in a public faculty of the State of Rio de Janeiro, in Brazil. Specifically in a beautiful city called Petrópolis. This faculty offers only one course called Training in Information and Communication Technology, with 3 years of duration, divided into 6 periods. My discipline of Introduction of Computer Graphics occurs in the 4th period, where normally, students are worried about getting a job or retaining the job they already have. In Brazil we don’t have manny opportunities in jobs with computer graphics. In fact, this market has been growing in recent decades, but the opportunities are few. In this way, my discipline is not that attractive as I would like it to be.
In this session I'm going to talk about how computer graphics have motivated students to improve their programming skills, even though they are not interested in it. Furthermore, I'm going to present some success stories from students who are effectively working with computer graphics, one of them in Australia.
- Video Presentation
Professor, Mediadesign University of Applied Sciences, Germany
You want to create an immersive and challenging game? You already have a set of working game mechanics and ‘just’ need some story wrapped over it? Well, designing game mechanics isn’t enough for the successful development of a game, especially if your game has to convey the narrative component!
In this video presentation we shall analyse the terms gameplay, game mechanics and ‘narratization’ from the point of view of a game director, a concept of the creative-lead position of the game designer allowing a faster and smoother production. Looking at multiple examples from casual to AAA game concepts this session provides an overview on how to synchronize mechanics which the fictional layers to create a whole and integrated experience applying game directing methods.
Michael Bhatty is a Professor for Game Design at the MediaDesign Hochschule in Düsseldorf, Germany. After receiving his doctorate for his dissertation thesis on interactive story telling in 1999 Michael Bhatty became a lead game designer at Ascaron, designing AAA-games (e.g. SACRED, 2004), and was in charge of Phenomedia’s development department as Chief Executive Producer for casual games in 2005/06 (e.g. Moorhuhn Schatzjäger, TinCan Escape). Before and after becoming a professor for game design in 2010 he has also been working as an external game design consultant and novel author (e.g. FarCry, Runes of Magic, Kyle), focusing on the development of fantasy and action experiences.
In his lectures and his research Bhatty focusses on game design and game directing, interactive story telling and historical serious games.
- Young Research Forum
The University of Auckland, New Zealand
Lucy Li is a research Masters student in the department of musicology at the University of Auckland, New Zealand. Her main research interests are animation music, compositional methods of the animated film, and popular media studies. She has extensive academic research experience, holding the position of summer research scholar at the University of Auckland, New Zealand.
We are often able to recognize a specific animation by its soundtrack alone; yet when we question why that is we are seemingly unable to pinpoint the exact reason for this inexplicable acoustic association. Unraveling the compositional method in an animated film reveals much more than its methodology, but provides illuminating insights into the important effects that animation music has on the viewer’s experience. At the intersection of music and visual perception through traditional animated media, we are able to make significant discoveries on the aesthetic, representational, and mimetic functions of music that aids narrative story-telling in the animated film. The label of ‘Mickey-Mousing’, therefore, can be understood as a pathway to theorizing the interdisciplinary nature of animation, through semiotic and analytical means. This presentation seeks, therefore, to explore various approaches and methodologies towards understanding and analyzing music in animated media. This conference will also discuss the hermeneutic nature of percieving animation and how it affects the level of subjective engagement. The conclusion draws together loose threads in the discussion and theorizes about new ways of composing for, conceiving, and perceiving animation in the contemporary climate.
ETS ROUGE-GORGE Services, Democratic Republic of the Congo
Nathan Mbambu Kalala is a Researcher and Teacher in the Higher Computer Institutes from 2016 and also General Manager of ETS ROUGE-GORGE Services at Democratic Republic of the Congo. In 2014-15, completed Technical University Degree (TUD), Artificial Intelligence at ESMICOM, Kinshasa. He was coordinator of the National Program for Popularization of New Technologies of Informatics and Communication in Rural Environments.
Computer Graphics is the field of computer-assisted digital imaging. This discipline takes hold of management, medicine, television, the entertainment industry (video games) and film as well as all scientific disciplines, mathematics, aeronautics, mechanics and all areas of design in general in the world, and, The most common studies go through private schools mostly located in the most developed countries. In our country, computer graphics and animation are more recent and many who enter the profession, are enthusiasts who have made their job; it is their perseverance, documentation and their regular manipulation of computer graphics software sometimes downloaded on the internet, which gradually allowed them to practice. In the current practice, the case of our company, we collaborate closely with other professionals such as artistic director, photographer, screenwriter, architect, printer, webmaster, programmer and communication officer. However, most of these self-trained actors in computer graphics do not achieve the best results that can bring remarkable innovations as happens in developed countries, which creates the need for professional learning as well as the dynamics of regular participation in forums, conferences, conferences on the subject such as this, to facilitate the acquisition of new experiences...
This self-taught practice has huge limitations in many areas, some of which we cite, such as architecture, animated commercials, and locally designed cartoons that do not use 3D:
- In architecture, where 3D modelers are used to prefigure the appearance of a building that is expected to be built, virtual prototyping of 3D objects allows to show a virtual reality tending to represent the object before realization;
- In advertising or cinematic animation films, the power provided by 3D solutions is exploited to the maximum in developed countries by well-educated professionals with up-to-date applications, and this technique is totally unknown in our country.
Thus, computer graphics is certainly a technical approach to computer and image capable of making the possibilities in several fields, but non-professional issues and practices are a brake on innovation; learning in the required standards is a major asset to push the limits of imagination further. However, the efforts of self-taught actors in developing countries are to be encouraged.
University of Human Development, Iraq
The field that develops methods and software tools for understanding biological data is called bioinformatics. The information that characterize the framework's elements should be known keeping in mind this information is frequently robust or even difficult to biological systems.
Here, we exhibit a model of quantitative fuzzy rationale demonstrating approach that can adapt to obscure motor information and hence deliver applicable results despite the fact that dynamic information is fragmented or just dubiously characterized. Fuzzy Petri Nets (FPNs) gives a graphically and scientific system that is good with ineffectively quantitative yet subjectively huge information.
All of Genes Regulatory Networks (GRNs) quests depend on fresh and parametric qualities, in spite of innate Fuzzy nature of quality expression. In the proposed display, a quality expression profile is initially changed into a mapping structure and afterward the changed information is mapped into the fuzzy framework. The models of FPN are characterized in view of creating tenets of information base and the semantics depiction of valid principles are displayed.
Since the relations are spoken to by fuzzy method, the invented strategy is powerful to uproarious and questionable data. FPN to speak to the dynamic information on the base of learning representation with self-learning capacity.