![]() ![]() One of the more unusual research projects came from Facebook Reality Labs. (The video is set to start a moment before Huang’s digital twin is introduced). The virtual Jensen shows up roughly an hour into the 2021 GTC keynote. And then they created a digital twin of Jensen Huang himself, by combining multiple scans with body model modeling and using an actor to recreate body movements for the virtual Jensen. The team modeled the entire kitchen - including everything that wasn’t even visible - so that at one point they could completely disassemble (and reassemble) the kitchen virtually. A 30-minute video showing the making of the GTC keynote includes how Nvidia created a complete digital twin of CEO Jensen Huang’s kitchen, which he had been using for various keynotes since the pandemic hit. The A2000 delivers real-time ray tracing, AI-accelerated compute, and high-performance graphics to a slim desktop, including small form factor (SFF) workstations.īut what was a little bit of a surprise this year was Nvidia’s demonstration of how the company applied its Omniverse (a metaverse for industrial design, technology for building digital twins) to its own GTC keynote earlier this year. Nvidia introduced some real hardware at SIGGGRAPH: the RTX A2000, which brings the company’s RTX architecture to a smaller low-profile, dual-slot GPU design. This year lead sponsors included Intel, which talked about ray tracing (coming soon in its Xe GPUs) Nvidia, which made numerous announcements and Unity, which had sessions on real-time rendering for movie and design applications. In the fireside chat, Catmull and Hanrahan shared their perspectives and remembrances on the events that advanced computer graphics. There was also a conversation with Ed Catmull and Pat Hanrahan, who were honored with the 2019 Turing Award for their role in advancing the field of computer graphics, talking about how they got started, and how they helped shape the field by integrating advancements in computer science, technological development, and cultural change. There was a retrospective session on Silicon Graphics (SGI), one of the breakthrough graphics and workstation companies. This was the 48 th annual SIGGRAPH conference and as the 50 th anniversary is approaching, the conference organizers did not want to wait to the last moment to plan for the milestone (There were several retrospective sessions with luminaries of the industry. A reverse pass-through VR headset from Facebook Reality Labs displays the wearer’s eyes on the outside of the head-mounted display. In the past it was one stage, but now it was streamed from multiple locations to the SIGGRAPH platform. In the event, people present interactive projects live. Transitioning a attendee favorite event, Real-Time Live!, was a challenge. While virtual is fine for paper presentations and tutorials, some of that research and the art installations really need to be seen and felt in person (like haptics) and is not as effective over the Internet. Much of the SIGGRAPH content is contributed by university and industry researchers. And as an academic conference much of the material is keynotes and paper presentation sessions. And considering that SIGGRAPH is a conference about computer graphics and related topics, it’s a conference that is relatively amenable to virtual attendance. This year it was a significantly smoother operation, and it had an excellent platform for discovering and watching content all integrated into one platform. As with many conferences, this year’s edition of SIGGRAPH was held as a virtual conference, for the second year in a row.
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