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SIGGRAPH (how to approach it as a mostly-non graphics engineer)

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Brian "Panda" Choi high dynamic range
Writing this up after my first SIGGRAPH experience (wish I went sooner).

So, I was wondering how best to approach SIGGRAPHs in the future as an artist who has little experience in graphics engineering, but can maybe talk about it at a high concept level with another graphics engineer and ask the nitty gritty questions.

From what I experienced, it seemed like a less harried, more concentrated GDC, with the usual GDC-esque challenges and social morays. Wondering if there's something I'm missing, like should I have gottena full conference pass or was my Select Conference pass okay this time. (Probably going to apply to volunteer next time).

All in all, I thought it was fun this year, met far less fewer people than GDC, but conversation were more intimate. And the feeling of just less speedy insanity was a good change of pace from GDC.

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  • The Mad Artist
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    The Mad Artist polycounter lvl 13
    Siggraph is fantastic, I would definitely recommend getting the full conference pass next time. Well worth it.
  • Nysuatro
    I would love to go one day. Would be a good change of event next to all the GDC I have been to
  • oXYnary
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    oXYnary polycounter lvl 18
    Full is worth it if you can swallow the cost. Soo many different types of people at it. From traditional artists using digital tech, to scientists using it to create virtual life. Not sure why you think you have to be a graphics engineer to appreciate it.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    For me personally, it's just that issue of "Man, I would TOTALLY love to learn about what you're doing with you're physics based shader tech in Unreal 4, but I can only really understand at like "Hey, my workflow will dramatically change, etc" I would imagine at a studio that I'd be gently butting heads with an engineer who'll run us through relevant tools, it's just when I go see those cool videos of Audrey Hepburn being recreated in 3D, or seeing fractal art being procedurally generated in Houdini, I want to understand it from that technical level, besides just gawking at its prettiness.
  • The Mad Artist
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    The Mad Artist polycounter lvl 13
    oXYnary wrote: »
    Full is worth it if you can swallow the cost. Soo many different types of people at it. From traditional artists using digital tech, to scientists using it to create virtual life. Not sure why you think you have to be a graphics engineer to appreciate it.

    Or you can get your company to pay for it ;)

    It really is just a huge experience to take in. For me at least, my head just came back swimming with ideas and wanting to jump back into work. It's a full week of being surrounded with incredibly talented and driven people in all areas of computer animation and digital effects. The Emerging Technologies section is almost worth it alone, just seeing all of the tech being developed that most people won't see for years. Meeting and talking to folks high up at Autodesk, Pixar, ILM, etc is a great experience. I think a lot of artists that only think about being a games artist could really come away from it amazed at how much your talents can be put to use in various fields of 3d and digital fx. Personally, I'd take it over GDC.

    But agree with oxynary, you certainly don't have to be a graphics engineer or in on more of the technical side to appreciate things there, unless you only went to very specific panels. What all did you see?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I wish I had a company. Best I have is my school, and I don't know if they have the cash.
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