An interactive extravaganza that celebrates real-time achievements at the intersection of ingenious technical skills and creative beauty, Real-Time Live! showcases the latest trends and techniques for pushing the boundaries of interactive visuals.
Proceeding Downloads
ADAM
The real-time-rendered short film "Adam" uses an extensive array of Unity 5 features, including physically based shading and new cinematic image effects, to achieve high visual quality and a cinematic look in real time. It takes advantage of massive ...
The afterpulse: state-of-the-art rendering on mobile GPUs
Afterpulse is a game for mobile devices that uses the latest version of the Karisma engine, which implements state-of-the-art graphics algorithms typically used in console and desktop games. The engine and tools were developed in-house with almost no ...
Bound
Bound is an innovative 3D platformer game designed by real-time graphics fans for real-time graphics fans, with dynamic procedural environments inspired by the works of the Demoscene. Procedural aspects of the game environment enabled solutions to some ...
Character shading of Uncharted 4
The challenges of character shading in Uncharted 4: volumetric feeling of the hair, using shader packages for different surfaces, performance for main characters and crowds, dynamic wear and tear. The Naughty Dog team debated which should be more ...
Creating a live real-time performance-captured digital human
Epic Games teamed up with Ninja Theory, Cubic Motion, and 3Lateral to create the world's first believable human driven live by an actress within an Unreal Engine game world. The project was developed in seven weeks thanks to breakthrough advances in ...
Gary the Gull
"Gary the Gull," a four-minute replayable interactive short VR film built in the Limitless VR Creative Environment, combines the story of film with the interactivity of games.
ILMxLAB augmented reality experience
Industrial Light & Magic has developed an iPad app that composites real-time computer-generated imagery with the on-board video camera. Using the iPad instead of a VR headset, the system places digital characters in the user's visual field and reveals ...
Immersive augmented reality in Minutes with Meta 2
Overlaying and registering interactive virtual content on the real world requires sophisticated hardware and advanced software: cutting-edge optics, state-of-the-art sensors, and the latest in computer vision and computer graphics algorithms. Meta 2 ...
Project Tango
Project Tango technology brings a new kind of spatial perception to the Android platform by adding advanced computer vision, image processing, and special vision sensors. Applications built with Project Tango include phone-based measuring and surveying, ...
Quill: VR drawing in the production of Oculus Story Studio's new movie
Oculus Story Studio, the team behind the pioneering VR short films "Lost" and "Henry", demonstrates the art of their newest film, "Dear Angelica", which has a unique illustrative look created with a tool that allows artists to paint scenes in VR using ...
Real-time graphics in Pixar film production
Discussions of real-time graphics software are often centered around game engines that are not appropriate for filmmaking workflows, but the same real-time techniques can be used in software designed specifically for feature-film production.
Real-time simulation of solids with large viscoplastic deformation
This is the first demonstration of real-time solid simulation that can handle large plastic deformation. The new algorithm is implemented in NVIDIA Gameworks. The demo includes cutting, manipulating, and even blowing up dough of various shapes with ...
Real-time technologies of Final Fantasy XV battles
This presentation showcases several real-time technologies implemented for FINAL FANTASY XV's epic battle between heroes and monsters:
Recommendations
ACM SIGSPATIAL 2016 conference report: the 24th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems (ACM SIGSPATIAL 2016): San Francisco Bay Area, California, USA October 31--November 36, 2016
This is the conference report on the 24th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems (ACM SIGSPATIAL 2016), held in the San Francisco Bay Area, California, USA, October 31 through November 3, 2016. The ...
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |