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SIGGRAPH
99
A Look into
the Future of
Computer Graphics and
Interactive Technologies
by Keith
Lissak
The world's largest gathering of
computer graphics technologies descended upon the L.A.
Convention Center August 8-13, when the 26th annual
International Conference on Computer Graphics and
Interactive Techniques, more commonly known as SIGGRAPH,
came to town. During the week-long schedule of events,
nowhere else on the planet could you find so many technical
visionaries, visual effects studios and high-performance
computer systems bunched in one spot.
For Guild members, the trick to
navigating the show floor was being selective. Most of the
over 300 exhibitors highlighted products, technologies and
services that, while cool to look at, won't necessarily
impact the world of film and television editing. Case in
point: the first booth I encountered was that of SGI, with
its new Reality Center system stopping me dead in my tracks.
I stood before a high-resolution, rear-projected video wall
fed by an Onyx2 server. The on-screen content, created
through a "geo-specific database," appeared to be from a
camera positioned in deep space which could zoom down to
pre-selected locations around the globe. Through a seamless
composition of CGI and satellite and aerial photography, the
system operator could travel thousands of miles through
space to, say, a point just above the Golden Gate bridge in
a matter of seconds. As a large-scale, virtual environment,
the Reality Center could open up new doors in medical
research, aeronautics, engineering and other high-tech
endeavors, but it's value as an entertainment device may not
extend much beyond theme parks. It was still awesome to
see.
The show's largest exhibitors were
hardware and software manufacturers. But, unlike NAB, at
which it's possible to get lost inside some of the largest
booths (think Sony, Panasonic and Avid), SIGGRAPH remains
quite manageable. Plus, there's a lot more eye candy than
you'll find at NAB.
One half of the Avid booth, for
instance, served as a dedicated theater showcasing the
high-end work created with its Softimage products. Around
the side of the booth was a demonstration of Sumatra, the
code name given Softimage's new nonlinear animation system.
The product's interactive and customizable interface gives
animators amazing control over their projects; for instance,
by employing mixer-like slide controls, you can easily
manipulate individual sections of a larger object, such as
the front right leg of a four-legged creature. This level of
control is possible, because Sumatra "employs a node-based,
multi-threaded architecture, where all operators are
relational, in an editable construction history stack." I'm
not sure what that means, but the interactivity of the
program brings a new level of sophistication to an
animator's arsenal.
Discreet's booth highlighted the
company's full line of graphics and online editing systems,
including Smoke, Edit and Flame. Media 100 was also there,
as were Quantel, Play, NewTek, Matrox and other companies
vying for slices of the editorial market. The emphasis at
SIGGRAPH is clearly not editing, however: it's on graphics
and effects tools - and recruiting. That's why many of the
leading visual effects companies, including ILM, Digital
Domain, Pixar, Rhythm & Hues, Pacific Data Images, Sony
Pictures Imageworks and Dream Quest Images, had booths that
were more recruiting stations than artistic showcases. In
fact, one of the great draws to SIGGRAPH for aspiring
graphic artists is the chance to make contact with human
resources personnel at these companies.
For the second straight year, Sony
Pictures Imageworks took one of the most imaginative
approaches to recruiting: in-booth drawing classes. Crowded
around a live model, participants sketched their work on
souvenir T-shirts as instructors offered hints and
criticisms. Those artists whose work stood out were invited
to apply at the studio; the rest were sent off with their
custom T-shirt a reminder of the good time they had at
SIGGRAPH 99.
In addition to the exhibition, the
SIGGRAPH conference presents a number of educational
programs that reach out to every segment of the computer
graphics industry. "The Electronic Schoolhouse," for
instance, included the Classroom for presentation of papers
and panels, the Workshop for hands-on activities, and the
Playground for stand-alone exhibits. The Schoolhouse's
courses ranged from "An Introduction to Digital Effects" to
"High End Interactive Media in the Museum."
Back on the show floor, one attendee
noted that SIGGRAPH represents the direction our industry is
heading. He then added, "These are the companies that create
the pieces. It still takes an editor to put it all
together." They haven't come up with a computer that can do
that yet, have they?
Reprinted from
The Motion Picture Editors Guild Newsletter
Vol. 20, No. 6 - Sep/Oct 1999
Guild
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© 1999, All Rights Reserved by The Motion Picture
Editors Guild, IATSE Local 700
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