Jim Helman (jimh++at++surreal)
Sat, 02 Jul 94 19:10:54 -0700
Course:
The Performer team is giving a course at SIGGRAPH (Wednesday,
full day). The course is on designing real-time graphics
systems (software and content) for high-end entertainment
systems such as theme parks and location-based entertainment.
Although the course is not on Performer per se, it does
provide some good information on database tuning and
rendering tricks. The syllabus is attached below.
Paper:
And anyone wanting to know more about the architecture and
internals of Performer should check out the paper on Friday
afternoon: "IRIS Performer: A High-Performance,
Multiprocessing Toolkit for Real-Time 3D Graphics."
Exhibits, VROOM, etc:
In addition, there will be various demos in the SGI booth,
several Performer-based applications in the CAVE in VROOM,
and a couple simply awesome interactive experiences running on
Performer, both at SIGGRAPH and nearby. More on those later.
We were also thinking of having a small(?) get together if
there's interest.
rgds,
-jim
jimh++at++surreal.asd.sgi.com
415/390-1151
Course Outline:
Designing Real-Time Graphics for Entertainment
SIGGRAPH `94 Course #14
Chair: Jim Helman
Silicon Graphics
Abstract
Using examples from actual games, theme attractions, graphics hardware
and software toolkits, this course reviews real-time graphics in the
design and construction of leading-edge theme park and location-based
entertainment systems. The focus is on graphics from hardware through
artistic content. The course has two components.
The first part covers the methods available to make the best use of
current workstation-level graphics technology for high-quality,
real-time renderings. The topics include hardware and software
architectures, multiprocessing, graphics optimization, database tuning
and tricks of the trade from visual simulation.
In the second part, the developers of actual systems discuss the use
of those techniques as one component in constructing complete
location-based or theme park entertainment systems. The topics covered
include tools and methods for content generation, software frameworks,
audio generation, motion-platform operation, and game design.
Presentations:
1. Architecture and Performance of Entertainment Systems 1-1
Jim Helman
1. Introduction 1-1
2. What's New 1-2
3. Platform Hardware and Software 1-5
4. Artistic Content 1-11
5. The Director 1-15
6. Conclusions 1-15
A. Performance Requirements and Human Factors 1-19
2. Lessons Learned from Visual Simulation 2-1
Michael Jones
1. Low-Latency Image Generation 2-1
2. Consistent Frame Rates 2-6
3. Rich Scene Content - Cheap Implementation 2-8
4. Billboard Objects 2-12
5. Animation Sequences 2-13
6. Antialiasing 2-14
3. Multiprocessed Entertainment 3-1
John Rohlf
1. Introduction 3-1
2. What is MP good for? 3-2
3. Design Issues 3-6
4. Implementation Issues 3-10
5. Do It Yourself? 3-12
6. Conclusions 3-12
4. Optimization for Real-Time Entertainment Applications 4-1
Sharon Fischler
1. Introduction 4-1
2. Multiprocessing in Graphics Subsystems 4-5
3. Performance Issues in Graphics Pipelines 4-7
4. Optimizing Performance of a Graphics Pipeline 4-13
5. Database Tuning 4-14
6. Run-Time Diagnostics and Load Management 4-14
7. Tuning Tools 4-14
5. Creating Compelling Real-Time Content 5-1
Michael Limber
1. Introduction 5-1
2. Historical Background 5-3
3. New Opportunities 5-4
4. New Technology Developments 5-5
5. The Necessary Skills 5-6
6. Real-Time Content Production 5-7
7. Angel Studios Background 5-8
8. Human Resources Breakdown 5-10
9. The Software Application 5-13
10. Conclusion 5-16
11. Figures 5-17
6. Sound, Sight and Motion for Real-Time VR Experiences 6-1
Bernard Crowe
1. Slides 6-1
7. High Quality Computer Graphics in Entertainment 7-1
Eric Johnston
1. What we do 7-1
2. Why we do it 7-2
3. How we do it 7-3
4. Figures 7-9
Reprints:
8. IRIS Performer: A High Performance Multiprocessing 8-1
Toolkit for Real-Time 3D Graphics
John Rohlf and James Helman
9. The Silicon Graphics 4D/240GTX Superworkstation 9-1
Kurt Akeley
10. Using a Position History-Based Protocol 10-1
for Distributed Object Visualization
Sandeep K. Singhal and David R. Cheriton
11. Interactive and Exact Collision Detection 11-1
for Large-Scaled Environments
Jonathan D. Cohen, Dinesh Manocha, Ming C. Lin and Madhav K. Ponamgi
Speakers
JIM HELMAN works in Silicon Graphics' Advanced Graphics Division as a
member of the engineering team for IRIS Performer, SGI's real-time
graphics toolkit. Before coming to SGI, he was a student in the
Applied Physics department at Stanford University where he worked on
his PhD in data visualization. His interests include virtual
environments, game design, and keeping keeping large green cars
running.
Email: jimh++at++sgi.com
MICHAEL JONES works in Silicon Graphics' Advanced Graphics Division
where he manages the IRIS Performer engineering team. He has worked
with high-performance visual simulation systems for the last 5 years
Prior to joining Silicon Graphics, he worked in diverse areas,
including high-performance visual simulation, color conversion of
monochrome films and serials, optimization o f cellular-telephone
antenna placement, and the nationwide routing of delivery trucks. He
has ben a professional computer programmer since the seventh grade.
His personal interests include work and sleep.
Email: mtj++at++sgi.com
JOHN ROHLF works in Silicon Graphics' Advanced Graphics Division and
is the main architect of IRIS Performer having designed and written
the multiprocessing and rendering core of the toolkit. Before coming
to SGI he worked on architectural walkthroughs at the University of
North Carolina. where he received his Masters in Computer Science. He
is also a torquehead with an affection for small block V8's.
Email: jrohlf++at++sgi.com
SHARON FISCHLER is a member of the IRIS Performer engineering team in
the Advanced Graphics Division at Silicon Graphics where she
specializes in performance issues for system implementation and
real-time graphics applications. She was a member of the original
design team, and before that, was a member of the Graphics Software
group where she worked on the development team for the VGX graphics
platform. Her interests, besides a real need for speed, include user
interfaces, plants and fish (simulated and real). She studied using
natural language in graphical user interfaces at the University of
California at Santa Cruz where she received her Masters degree in
Computer Science. Her Bachelors degree is in Mathematics and
Linguistics from the University of California at Berkeley.
Email: srf++at++sgi.com
The first four speakers can be reached at:
Silicon Graphics
Advanced Graphics Division
2011 N. Shoreline Blvd. MS 8U-590
Mountain View, CA 94043 USA FAX: (415) 965-2658
BERNARD CROWE is Vice President of the Commercial Sector of GreyStone
Technology, Inc. where he is responsible for developments in
simulation, virtual reality, advanced visualizaion, and intelligent
systems modeling applied to a variety of applications in the
healthcare, transportation, communications and entertainment markets.
He was formerly Vice President, Systems Development at Ball Systems
Engineering Division, a subsidiary of Ball Corporation, where his
responsibilities included development of an advanced image generator
computer. Until 1989, he headed the Simulation Products group at
Tracor Flight Systems, Santa Ana, CA, founding the artificial
intelligence department. He graduated from London University, England,
in 1961 with a degree in Aeronautical Engineering, and emigrated to
the United States after serving in the Advanced Projects Department of
Hawker-Siddelely Dynamics and in the Fluid Dynamics Laboratory of
Salford University.
GreyStone Technologies Email: gds++at++charm.isi.edu
15010 Ave of Science St., Suite 200 Phone: (619) 675-7800
San Diego, CA 92128 FAX: (619) 675-7808
MICHAEL LIMBER is a partner at Angel Studios and serves as its
Production Director. He has a degree in Architecture from U.C.
Berkeley and a Masters in Industrial Design from Pratt Institute. His
professional computer graphics career began in 1985 after getting a
job at Digital Productions in Los Angeles. Beginning as a modeler and
progressing to the position of Technical Director, Michael spent two
intense years at the trailblazing computer graphics company, using a
Cray XMP and state-of-the-art proprietary software to create
commercials, film effects, visualizations, and music videos. After
serving as Head Animator at the fully digital Post Perfect, in 1989,
he moved to San Diego to work as Director of Computer Animation at
Angel Studios with another Digital Productions veteran and colleague,
Brad Hunt.
Michael worked as Animator and Technical Director on "The Lawnmower
Man" and Peter Gabriel's MindBlender, among a multitude of other
unique projects. Since that time, Michael and his partners, Diego
Angel, Harry Benham, and Jill and Brad Hunt, have endeavored to make
Angel Studios a strong producer of extraordinary 3D computer
animation, and a pioneering developer of compelling real-time
interactive applications and content.
Angel Studios Email: michael++at++angel.com
5962 La Place Courte, Suite 100 Phone: (619) 929-0700
Carlsbad, CA 92008 FAX: (619) 929-0719
ERIC JOHNSTON is the manager and lead engineer of the virtual reality
group at Spectrum HoloByte, one of the worlds leading computer game
companies. In addition to having worked in the NASA Ames Virtual
Environments Lab, Eric has written over twelve published Macintosh
games. His credits include Pipe Dream and Indiana Jones and Fate of
Atlantis, LucasArts Entertainment, as well as Putt-Putt Joins the
Parade and other children's games from Humongous Entertainment. Eric
holds a B.S. in electrical engineering and computer science from U.C.
Berkeley.
Spectrum Holobyte Email: ericj++at++netcom.com
2490 Mariner Square Loop Phone: (510) 814-3584
Alameda, CA 94501 FAX: (510) 522-3587
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