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The author and her assistants
Click photo to enlarge
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Imagine that this is your first trip to the big top at the
circus. You wait in a long line wondering if the doors will
ever open. They finally open at 10:00 am and you enter except
you are not met by lions and tigers but by colorful booths,
light displays, announcers on loud speakers, objects moving
across screens, and even live objects captured on screens.
This is not the big top; this is even bigger; it is the exhibitor's
floor at Siggraph 2002. For three days, 200 hardware and software
computer graphic related vendors will promote their wares.
You and over 17,000 other people will surge in and out of
this exhibit, sometimes wandering aimlessly as you go in a
frustrating circle trying to find your way around. The excitement
is palpable as is the noise level. But the flow of adrenaline
is contagious. Old friends are met and new acquaintances are
born. The excitement is overwhelming.
This is only a part of Siggraph. What exactly is Siggraph?
It is the annual international gathering of the world's computer
graphics community. It consists of panel discussions, brainstorming
sessions, courses, technology demonstrations of the future,
art galleries, animation and film showings, job fairs, hands-on
workshops, and, as stated in the first paragraph, three days
of exhibits by major graphic software and hardware companies.
The emphasis of Siggraph 2002 was 3D work and 3D animation.
Since this is where the greatest advances are technologically,
this emphasis can be expected. However, not everything was
3D and animation. A number of the 59 courses offered as well
as many of the panel discussions and papers given dealt with
topics such as copyright laws, beginning graphics, virtual
medicine, and interactive geometric computations and more.
There was so much happening at Siggraph that every time I
wanted to attend a panel or a paper, I had an appointment
to interview a vendor or see a presentation. I met with some
very exciting and important people in the field of graphic
software. It was thrilling!
Some areas required numerous visits. Emerging Technologies
was an area that needed to be experienced a few times. After
going through it once, I must admit I came away confused.
I needed to read the Press Release Fact Sheet and pay it another
visit to be able to assimilate the possibilities of the technologies
of the "robots in our world" and the "humans
interacting with each other in the virtual world."
One display that I found especially interesting was the SmartFinger
developed by Hideyuki Ando from the Japan Science and Technology
Corporation. This device is worn on a person's finger and
it enhances tactile experience. It is hoped that it can be
used to extend the capability of the visually impaired.
There was so much to do at Siggraph that one could get dizzy
keeping track of all of it. The Electronic Theatre was a special
treat. The short animations were wonderful. Especially interesting,
I felt, was their variety. They showed not only how software
can be pushed to the maximum, but how that maximum can be
in many directions. The creativity on the part of all those
involved in these short animations was simply amazing.
Going to Siggraph could become very addictive. I think I
will now start counting the days until Siggraph 2003 at San
Diego.
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