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SIGGRAPH 2022 in the Books!

SIGGRAPH 2022 in the Books!

Dating back to 1974 (Atari wasn’t even released yet!), SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques), has a rich history of blending academia and industry research, cutting-edge ideas and passion to advance computer graphics and interactive techniques. The first conference took place in Boulder, Colorado and attracted ~600 attendees. Attendance peaked at just over 40K in 1997 and now, post COVID, the 2022 event is getting back to normal. Several attended August 8-11, in Vancouver, BC., including our own Bob Duffy, who said “SIGGRAPH has changed over the years, and if you just dropped me in the middle of the Expo Hall, I would have guessed I was at GDC!”
That is supported by the Areas of Interest featured during at this years’ event, which included: art & design, gaming & interactive, production & animation, and more. Attendees experienced breakthroughs in AR, MR and VR realities in the Immersive Pavilion along with exciting use cases related to metaverse and immersive gameplay. And don’t forget about the VR Theater that featured short-form narratives on immersive storytelling and the evolution of VR.
Intel Well Represented

The Intel booth had several demo stations highlighting Intel® Arc™ GPUs. “Our booth was very well attended,” said Duffy. “There was a big interest in Arc from attendees representing a variety of industries.” Additionally, Intel was represented in the Blender booth. In fact, Ton Roosendaal, CEO of the Blender Foundation, personally made the request. That’s some invitation! Additionally, Peter Cross, Graphics Dev Community Engagement Manager at Intel presented a session on “Building Beautiful Worlds with GAIA ML and the Intel® Game Dev AI Toolkit.”