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SIGGRAPH 2018 to Spotlight Creators and Pioneers in Games Industry, Real-Time Live! to Showcase the Future of Production Live on Stage


the world's leading annual interdisciplinary educational event
showcasing the latest in computer graphics and interactive techniques,
has announced news about featured games and Real-Time Live! programming.
The 45th SIGGRAPH conference will take place 12–16 August at the
Vancouver Convention Centre. To register for the conference, visit

This press release features multimedia. View the full release here:

Image from "Book of the Dead" © 2018 Unity Technologies

Image from "Book of the Dead" © 2018 Unity Technologies

Games programming at SIGGRAPH spans many areas of the conference,
including Courses,
, Real-Time
, Panels,
the Computer
Animation Festival
, Appy
, Virtual,
Augmented & Mixed Reality
presentations, Business
, the Studio,
and, of course, the Exhibition. In collaboration with the conference
committee and reviewers, SIGGRAPH 2018 Games Focus Area Chair Natalya
Tatarchuk has worked to help spotlight creators, visionaries, and
pioneers within the games industry from the world's leading studios.
Recent achievements from the games industry will be presented in
sessions and demos on novel production-proven game rendering techniques,
real-time character rendering, asset pipelines, character animation, new
solutions for game navigation, advances in hardware and software, game
art production challenges and accomplishments, lessons in building
emotional stories for game narratives and visual experience, and much

With more than 30 sessions, some of the highlights of the Games Focus
Area include:

Advances in Real-Time Rendering in Games Part 1 and 2 (Courses)

Natalya Tatarchuk, Unity Technologies

This two-part, intermediate-level Course brings state-of-the-art and
production-proven rendering techniques for fast, interactive rendering
of complex and engaging virtual worlds of video games. The daylong
immersion will include speakers involved in the making of innovative
games from companies like Ubisoft, Sledgehammer Games, Activision,
Lucasfilm, NVIDIA, Unity Technologies, and Epic Games.

The Past, Present and Future of the Video Game Cinematic (Panels)

Franck Balson, Blur Studio; Phillip Hillenbrand, Blizzard
Entertainment; Thomas Vu, Riot Games; Matthew Ward, Bungie; Jakub
Jabłoński, Platige Image; and, Alex S. Rabb, Digic Pictures

Top creatives in video game cinematics will discuss the processes and
technology that makes their work possible, along with the creative and
economic context that underpins this work. They will reveal the "who,"
"what," and "why" of cinematics, shedding light on a genre that is often
applauded but rarely analyzed.

Technical Art of Sea of Thieves (Talks)

Valentine Kozin, Rare Ltd, Microsoft

This session will present a dive into a selection of visual techniques
and tools developed throughout the production of "Sea of Thieves,"
ranging from ocean surface rendering and volumetric clouds to Kraken
tentacle simulations and dynamic systems of GPU-calculated ropes and

Moss: Finding the Emotional Connection (Talks)

Chris Alderson, Polyarc

In the exciting space of VR, entertainment is more immersive than ever
before. Alderson will shed light on Polyarc's way of thinking during the
production of Moss, while keeping in mind the possibilities and
constraints that VR has to offer. On top of art direction, he will touch
on how all aspects of Moss' creation contributed to the emotional
connection players will experience within the world of Moss and with
Quill, Moss' tiny hero protagonist.

Vacation Simulator (Immersive
Pavilion – Vrcade

Lincoln Davis, Corinne Scrivens, Rusty Scrivens, and Brendan Walker,

Vacation Simulator is the new original virtual reality game from
Owlchemy Labs. First you JOBBED, now you VACATION. Visit Vacation Island
and experience RECREATION, optimal RELAXATION, and classic human
pastimes like SUNBURN. Vacation Island offers all this and more so that
you can discover the lost art of TIME OFF.

"Within the next five years, we will see tremendous leaps in the
fidelity of games' content fidelity being represented across computer
graphics," noted Tatarchuk. "As the hardware continues to evolve, we are
seeing orders of magnitude improvements in the complexity of game
content for AAA games and tremendous creativity in the game rendering
algorithms. At the same time, we see innovation in how VR and AR games
are using the constraints of super-low-latency games on those platforms
to build strong emotional connections with the players. Across the
industries, Real-time production and experiences are slowly beginning to
dominate the conversation, as creators of both films and games learn
from one another. This year, though, the major inflections happening in
GPU-driven pipelines, real-time ray-tracing, and the use of machine
learning in content generation and real-time-pipelines have me really
excited about the programming we are bringing to attendees in Vancouver."

Beyond but adjacent to Games programming, SIGGRAPH 2018 Real-Time Live!
will present the future of interactive techniques, live on stage.
Attendees of this one-night-only session have the chance to watch the
most innovative, interactive techniques as they are presented and
deconstructed in-the-moment by their creators. New this year, Real-Time
Live! audience members will get to vote alongside 2018 jurors on the
night's award, Best in Real-Time Graphics and Interactivity, as part of
the live competition. From mobile and console games to virtual and
augmented reality, creators of cutting-edge real-time graphics will give
the audience a look "under the hood" of their creations and share the
techniques they use to achieve jaw-dropping results.

SIGGRAPH 2018 Real-Time Live! Chair Jesse Barker said, "Real-Time Live!
is such a unique SIGGRAPH event in that it brings together real-time
graphics teams who are pushing the boundaries of art and technology.
These teams demonstrate their innovations in front of a live audience,
and presenting during this event is a real rush as creators show all
that is possible in real-time. I am thrilled with the show that our
expert jury has selected — those who think milliseconds are too large of
a granularity in which to measure time will be well represented during
this remarkable event!"

Highlights of SIGGRAPH 2018 Real-Time Live! include:

Virtual Production in 'Book of the Dead': Technicolor's Genesis
Platform, Powered by Unity

Francesco Giordana and Callum James, Moving Picture Company; Veselin
Efremov and Silvia Rasheva, Unity Technologies; and, Gael Sourimant,
Technicolor R&I

A team will demonstrate a Unity-powered virtual production platform that
pushes the boundaries of real-time technologies to empower filmmakers
with full multi-user collaboration and live manipulation of whole
environments and characters. Special attention is dedicated to
high-quality real-time graphics, as evidenced by Unity's "Book of the
Dead" (also part of the Computer
Animation Festival Electronic Theater

The "Reflections" Ray-Tracing Demo Presented in Real Time and
Captured Live Using Virtual Production Techniques

Gavin Moran, Epic Games, and Mohen Leo, ILMxLAB

Epic Games, NVIDIA, and ILMxLAB present 2018's GDC demo, "Reflections,"
set in the "Star Wars" universe. The team will also record a character
performance live using virtual production/virtual reality directly into
Unreal Engine Sequencer, and then play the demo with real-time ray
tracing live at 24fps.

Democratising Mocap: Real-Time Full-Performance Motion Capture with
an iPhone X, Xsens, and Maya

Cory Strassburger, Kite & Lightning, and Remco Sikkema, Xsens

Kite & Lighting will reveal how Xsens inertial mocap technology, used in
tandem with an iPhone X, can be used for full-body and facial
performance capture — wirelessly and without the need for a mocap volume
— with the results live-streamed to Autodesk Maya in real time.


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
 is a special interest group within ACM that serves as an
interdisciplinary community for members in research, technology, and
applications in computer graphics and interactive techniques. SIGGRAPH
is the world's leading annual interdisciplinary educational experience
showcasing the latest in computer graphics and interactive techniques. SIGGRAPH
, marking the 45th annual conference hosted by ACM SIGGRAPH,
will take place from 12–16 August at the Vancouver Convention Centre in
Vancouver, B.C.

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