Siggraph Report: Wednesday, August 13

In the years I’ve been attending the Siggraph Computer Graphics conference, Wednesday (the second day of the trade show) is of often the busiest. It certainly was for me. So much so that I’ll be splitting my Siggraph Report into two parts. This first part covers the many meetings, panels and people I met at the conference. It was an exciting day with lots of interesting products and tech developments. Lets get started.
AUTODESK
Having attended the informal
Autodesk press dinner on Monday night, I was aware of the updates
to Maya and 3DS Max, but my conversation at the Shotgun booth
(Autodesk didn’t have a booth of their own) with Matt was
enlightening. Shotgun was purchased by Autodesk in June of 2015 and
since then the company has made significant improvements in their
asset-management software. “We focus on how to make the
iteration for artists work more smoothly“. Shotgun 6.3
focused on the review process so that artists and supervisors could
communicate more effectively regarding the various
“iterations†of a workflow/creative process in a
particular project. Now, users of the software can update and
communicate right inside the 3D application they are using. This is
an very effective update (it will come out sometime in the fall of
2015), one that I plan on discussing more in a future
article.
As a quick note: I also spoke
with Marc Hamaker of Autodesk about their plan to include the new
Stingray game engine in with Maya LT. He was keen to change the
notion that Maya might have too difficult a learning curve for
beginners/new users. “It’s not ‘aspire to
Maya’, but start out with Maya†[as your first 3D
software].
I hadn’t paid much attention
to Maya LT, but after talking with Marc, I really want to try it
out in combination with the Stingray game engine. There was quite a
buzz about this game engine at the conference and after seeing how
it integrates so well with Autodesk applications (especially Maya
LT) I think that buzz is justified. I truly believe that the Maya
LT/Stingray combination (at an amazing $30 per month price point)
will give Unity and Unreal a run for their money.

UNREAL 4 AND
INTEL
Speaking of Unreal (the well
established game engine developed by Epic Games), I stopped by the
Intel booth right after my meeting with Shotgun and got up to speed
with Unreal 4 and how Intel is working with them to improve the
application. The Unreal build 4.9 should be out month or so and
will fully support the new Windows 10 along with DX12. Chesteron
gave me an excellent tech demo on a truly impressive $1,000
mini-computer with an on-board Intel processor. He pointed out that
future improvements in Unreal include a re-working of the Matinee
cinema cut-scene system will be geared towards film production.
Their also will be a new particle system as well. I’m excited
about trying out the new Unreal game engine, particularly so since
it is free and has a vast support/learning network.

JON PEDDIE PRESS
LUNCHEON
Every year the press luncheon that
graphics genius, Jon Peddie, puts on is consistently the high point
of attending the Siggraph conference for me. Mostly because he
presents several guest panelists to discuss cutting edge graphics
technology in a frank and entertaining dialogue. Those press
attending the event always ask revealing questions and I come away
with a list of things to research that usually is several pages
long. This year was no exception as the subject was the current
buzz on Virtual Reality.
Guests included Sanjay Das of Tippet Studio, James Knight from BluStreak Media and Grant Anderson of Jaunt Studios. I’ll be covering this event in more detail in a future article, but to summarize; Virtual Reality is a lot older than the hype surrounding the technology. Grant Anderson made the point that “the tools are not yet there for Virtual Reality†and that “creatively, [VR] is an entirely new mediumâ€. In essence, VR production is a “frameless†medium since, as James Knight pointed out, “it’s not games, it’s not movies, but somewhere in betweenâ€. It appears that the real impact initially will be “in the mobile device gaming marketâ€, as Sanjay Das pointed out. The “killer app†for Virtual Reality is still to come and when it does, it will be like a sonic boom in the computer graphics field.

THE
FOUNDRY
I spoke with Shane Griffith at the
Foundry booth after coming back (with my head swimming) from Jon
Peddie’s luncheon. Shane and I spoke mostly of the new Modo
901 and future plans for this ultra-modern 3D application. Modo 901
is a “broad release†with improvements in
every area of the application. The UI was completely redone so that
it would integrate better with other Foundry applications.
There’s also a new photorealistic viewport and literally
dozens of other improvements that significantly improve
Modo’s functionality. I’ve always been a big fan of
Modo and it’s exciting to watch the program grow under the
Foundry’s development guidance. Full list of improvements
here. Look for a
review of Modo 901 soon.
Final
Thoughts
Wednesday at Siggraph was a packed
day for me with impromptu meetings and conversations that left me
inspired. I’ll be completing my report in Part 2 where I talk
about meeting up with Reallusion, AMD, Mocha, Boris FX and the
Renderosity team.
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