Creating the Highly Anticipated ‘The Last of Us Part II’
Learn more about how Naughty Dog developed “The Last of Us Part II,” including how visual effects like volumetric fog were created and how fans are receiving this highly anticipated sequel.
Learn more about how Naughty Dog developed “The Last of Us Part II,” including how visual effects like volumetric fog were created and how fans are receiving this highly anticipated sequel.
Former MIT graduate students Dan Aminzade and Hayes Raffle discuss their 2004 project, “You’re In Control”.
Curious how to use XR in your classroom? We caught up with contributors to the SIGGRAPH 2020 Birds of a Feather session “Making XR a Reality for Teaching Culturally Relevant STEAM Concepts” to learn more about their backgrounds and what led them to collaborate.
Hao Li shares the process of developing AI avatars and virtual assistants, emerging trends in the deepfakes space, and his advice for those planning to submit to a future SIGGRAPH conference.
The developers behind “Davigo,” an asymmetrical VR game, discuss their SIGGRAPH 2020 presentation and dig into the game mechanics.
What is a SIGGRAPH team leader? How is the role different from being a student volunteer? We’ve got 5 reasons for you to find out.
Hear from the discussion leaders of SIGGRAPH 2020’s “Overcoming production hurdles in CG industry in the age of social distancing” session and discover their thoughts on filmmaking during a pandemic.
In this all-new episode of SIGGRAPH Spotlight, experts tackle virtual production and how the COVID-19 pandemic has catapulted innovation.
Discover the science and method behind student thesis project “Tsuga Convictio”, a 2020 selection of the IEEE VIS Arts Program.
Pixar’s Michael Fong and Bill Watral share how they created the characters of “Soul,” the contrast between the settings of New York City and the astral world of the Great Beyond, the most impactful scenes, and what it was like to wrap a film while working remotely during the pandemic.