2018 SIGGRAPH Asia

2018 SIGGRAPH Asia Banner
December 4-7, 2018
Tokyo International Forum, Tokyo, Japan

The 11th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia will take place in Tokyo, Japan at Tokyo International Forum. The annual event, which rotates around the Asian region, attracts the most respected technical and creative people from all over the world who are excited by research, science, art, animation, gaming, interactivity, education and emerging technologies.

Khronos Related Sessions

Introduction to the Vulkan Graphics API

Date: Tuesday December 4th - 2:15pm-6:00pm
Room: Hall B5(1) (5F, B Block)
Chair: Carol O'Sullivan (Trinity College Dublin)
Speaker: Mike Bailey (Oregon State University)

Bio: Mike Bailey is a professor in Computer Science at Oregon State University. His area of interest is really all-things-computer-graphics, but especially high-performance graphics, stereographics, scientific visualization, and GPU computing. He has extensive experience teaching computer graphics topics in his college classes (over 6,000 students so far) and in professional short courses (87, 40 of them at SIGGRAPH conferences). Mike has won 11 university teaching awards, as well as the 2015 SIGGRAPH Outstanding Service Award.

Abstract: Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. As such, this API should be of interest to everyone who writes interactive graphics programs and wants to eke out the fastest performance possible.

Part of Vulkan’s efficiency comes from moving elements of the driver into the application. While this improves performance, it has the side effect of making Vulkan difficult to learn. This SIGGRAPH course will use materials designed for, and refined with, a university Vulkan course. Besides notes, the distribution will include working, well-documented code and complete build solutions.

Vulkan Rendering Framework for Mobile Multimedia

Date: Tuesday December 4th - 5th - 6th
Room: Lobby Gallery (B1F, Glass Building)
Mahak Gambhir, Swati Panda, and Shaik Jani Basha (Samsung R&D Institute, Bangalore)

Abstract: We discuss a mobile video editing application that uses Vulkan - a low overhead, cross platform, graphics and compute API, and compares with an Open GL ES based multimedia application.

GPU-Based Large-Scale Scientific Visualization

Date: Tuesday December 4th, 2:15pm-6:00pm
Room: Hall D1 (1F, D Block)
Speakers: Johanna Beyer and Johanna Beyer (Harvard University) and Markus Hadwiger (King Abdullah University of Science and Technology)

Abstract: We will describe implementations using OpenGL as well as CUDA, exploiting parallelism on GPUs combined with additional asynchronous processing and data streaming on CPUs.

High performance city rendering in Vulkan

Date: Tuesday December 4th - 5th - 6th
Room: Lobby Gallery (B1F, Glass Building)
Speakers: Alex Zhang and Kan Chen (Fraunhofer Singapore); Henry Johan (Nanyang Technological University, Fraunhofer IDM@NTU); and Marius Erdt (Fraunhofer Singapore, Nanyang Technological University)

Abstract: Our work seek to minimise texture memory usage by streaming only view-relevant textures and to improve rendering performance using parallel constructs offered by Vulkan.

Virtual & Augmented Reality (VR/AR) Presentation

Date: December 5th Wednesday 10:00am-6:00pm
Room: Hall E, Experience Hall (B2F, E Block)
Speaker: Adam Twite

Abstract: Trajectile Command is a free WebVR virtual reality game that can be loaded and played in a web browser. It's an arcade style game where you must defend your cities from enemy missiles and bombers.

Hands-on: Rapid Interactive Application Prototyping for Media Arts and Stage Performance and Beyond

Date: December 6th, Thursday 2:15pm-6:00pm
Room: Hall D1 (1F, D Block)
Speakers: Serguei Mokhov and Serguei Mokhov (Concordia University; mDreams Pictures, Inc; CCIFF.ca) and Miao Song, Sudhir Mudur, and Peter Grogono (Concordia University)

Abstract: This is a hands-on/studio type of course. We explore a rapid prototyping of interactive graphical applications using Jitter/Max and Processing with OpenGL, shaders, and featuring connectivity with various devices such as, Kinect, Wii, iDevice-based controls, and others. Such rapid prototyping environment is ideal for entertainment computing, as well as for artists and real-time performances using interactive graphics. We'd like to share the expertise we developed in connecting the real-time graphics with on-stage performance with the Illimitable Space System (ISS) v2. The course design is modular and flexible and can fit various schedules. It has been previously offered at SIGGRAPH Asia 2015 (Kobe), 2016 (Macau), and Studio 2017 (LA).



Tsinghau University

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