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SIGGRAPH 2018 is a place where important voices converge, collaborate and engage in dialogue about the topics that are important in computer graphics and interactive techniques. The SIGGRAPH Panels are a place for questions and discussion, expert opinions and unique points of view. Get ready to expand your mind.
SIGGRAPH 2018 will showcase panels that include leading experts in computer graphics and interactive techniques. Panels will present a type of information, experience and perspective that is unique to attendees. They will focus on discussion that generally include a moderator and three or four confirmed panelists with varying experiences or perspectives. Good panels may include discussion, disagreement, controversy and audience interaction.
Panels are a mixture of sessions organized by special invitation and/or selected from juried proposals submitted through the online submission process.
Color mavens advise on digital media creation and tools: SIGGRAPH 2018 panel
Designing and capturing a color scheme for a digital media composition is an important step in the creation pipeline. Whether it is an immersive experience, animation or visualization, color selection is key to conveying the message or story. In this ...
Future of artificial intelligence and deep learning tools for VFX
This panel discusses trends and prospects for using AI tools in the VFX pipeline. Panel experts will talk about the current AI tools that work in the industry, give answers to questions and their vision of their technology development.
Interactive dance club '98: a legend in the making!
Twenty years ago in Orlando The Interactive Dance Club (IDC) brought together the SIGGRAPH community in a grand social experiment. For four nights conference attendees gathered to participate in creating a dynamic confluence of music, computer graphics ...
Design and implementation of modern production renderers
Over the past decade, production rendering has moved from primarily using Reyes-based algorithms to being based on path tracing and physically based approaches. The developers of five of the most significant production renderers have each recently ...
The present and future of real-time graphics in film
The movie frames we see when watching films today are typically generated using an offline renderer, which could take multiple hours per frame to produce. This time-consuming process makes previewing content difficult, so creators have worked around ...
Visual effects in the age of the cloud
The Visual Effects industry is presently grappling with how to best take advantage of cloud computing, a technology which has transformed the practice of software in many industries. The ability to treat the provisioning and configuration of render farm ...
The past, present and future of the video game cinematic: a look at the evolution of the video game cinematic and its impact on the industry
Balson, Aitken, Chamberlain, Vu, Ward and Jablonski comprise the top minds on the world of video game marketing and narrative content, having delivered trailers and cinematics for some of the area's most critically applauded work over the last three ...
- ACM SIGGRAPH 2018 Panels
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |