CHICAGO — (BUSINESS WIRE) — July 1, 2013 — Now in its second year, the SIGGRAPH Mobile program presents the latest advances in mobile technologies, graphics, and apps. In talks, workshops, panels, and demonstrations, mobile innovators from around the world explore powerful new graphics techniques, game production for handheld devices, visualizations with augmented reality, and how mobile games can help save the world's rainforests.
The Collaborative Composite Image, the MAG Project Susan Lakin, David Halbstein, Rochester Institute of Technology (Photo: Business Wire)
“We are very excited about this year's SIGGRAPH Mobile program. We are seeing a lot of innovation in graphics as well as mobile applications, and it is clear that mobile is now an established part of SIGGRAPH,” said Lars Erik Holmquist, SIGGRAPH Mobile Chair and Principal Research Scientist at Yahoo! Labs. “Some of the top companies in mobile graphics hardware will present their latest technologies, including ARM, NVIDIA, Intel, and QUALCOMM.”
According to Holmquist, some of the interesting application areas include mobile games for positive change, augmented reality for museums, and new ways to take digital photographs. There will also be workshops and talks about how to make mobile graphics and apps across many platforms. Plus, there will be a theatre group that uses iPads in live performances and a toy robot anyone can control with a mobile phone in addition to a hands-on, interactive area.
SIGGRAPH Mobile Highlights:
Challenges With High-Quality Mobile Graphics
Sam Martin,
Geomerics Ltd.; Marius Bjørge, Sandeep Kakarlapudi, Jan-Harald
Fredriksen, ARM Holdings, plc.
This talk identifies and explores potential solutions to the challenges that exist in bringing AAA-quality graphics to mobile, including the new features exposed by OpenGL ES 3.0, the trend to high-resolution screens, and a novel "on chip" deferred-rendering technique for Mali GPUs.
Mobile Visual Computing in C++ on Android
Yun-Ta Tsai,
Orazio Gallo, David Pajak, Kari Pulli, NVIDIA Research
This workshop teaches the basics to get started quickly with your visual-computing project on Android using native C++ code, from setting up tools to running your first native application, and it dives into deeper topics, including computer vision with OpenCV, camera control on FCam, and performance tuning.
New Directions and Developments in Mobile GPU Design
Eric
Demers, QUALCOMM Incorporated; Barthold Lichtenbelt, NVIDIA Corporation;
David Blythe, Intel Corporation; Dave Shreiner, ARM Inc.; James McCombe,
Imagination Technologies Limited; Anand Shimpi, AnandTech, Inc.
This panel is designed for advanced programmers who want to learn more about taking full advantage of the latest GPU design and implementations to deliver the most advanced graphics for smartphone and tablet users.
Red Ball - Performing With iPads
Marla Schweppe,
Rochester Institute of Technology; Darren Stevenson, PUSH Physical
Theatre
PUSH Physical Theatre, a Rochester-based group, added iPads to their traditional tools of magic, mime, and movement in the performance of Red Ball. They added five iPads to the mix, performing with graphics created by Marla Schweppe.
Social Reform Through Mobile Gaming (Seed.Genesis)
Alexis
Polanco, Danielle Esmaya, Nathaniel Martin, Bradley Chun, Mateusz
Mrowiec, Joseph Hewitt, New Jersey Institute of Technology
Team Seed believes that mobile games provide the level of immersion required to renew society's interest in protecting our rainforests.
Sphero Augmented Reality: When Balls Become Beavers
Jonathan
Carroll, Fabrizio Polo, Orbotix, Inc.
The moving robot “fiducial” takes augmented reality on mobile devices to an entirely new level.
The Collaborative Composite Image, the MAG Project
Susan
Lakin, David Halbstein, Rochester Institute of Technology
A collaborative project involving students and faculty in the School of Photography and the 3D Digital Design Department of the School of Design at Rochester Institute of Technology with the curators of the Memorial Art Gallery (MAG) in Rochester created an augmented-reality experience using paintings from the MAG's permanent collection.
About SIGGRAPH 2013
SIGGRAPH 2013 will bring thousands of computer graphics and interactive technology professionals from five continents to Anaheim, California for the industry's most respected technical and creative programs focusing on research, science, art, animation, music, gaming, interactivity, education, and the web from Sunday, 21 July through Thursday, 25 July 2013 at the Anaheim Convention Center. SIGGRAPH 2013 includes a three-day exhibition of products and services from the computer graphics and interactive marketplace from 23 to 25 July 2013. More details are available at SIGGRAPH 2013 or on Facebook and Twitter.
About ACM SIGGRAPH
The ACM Special Interest Group on Computer Graphics and Interactive Techniques is an interdisciplinary community interested in research, technology, and applications in computer graphics and interactive techniques. Members include researchers, developers, and users from the technical, academic, business, and art communities. ACM SIGGRAPH enriches the computer graphics and interactive techniques community year-round through its conferences, global network of professional and student chapters, publications, and educational activities.
About ACM
ACM, the Association for Computing Machinery is the world's largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field's challenges. ACM strengthens the computing profession’s collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for lifelong learning, career development, and professional networking.
Photos/Multimedia Gallery Available: http://www.businesswire.com/multimedia/home/20130701006277/en/
Contact:
SIGGRAPH
Brian Ban, +1.773.454.7423