Value of Full Conference Registration
Select a Full Conference Pass to access everything all day all week for one very reasonable fee! Explore the full conference experience with the 2013 Advance Program.
For maximum savings, be sure to register before 31 May, when the advance registration discounts expire.
Full Conference Access Pass
Includes admission to ALL conference programs and events, including the Exhibition, Electronic Theater, and Reception. Also includes the Full Conference DVD-ROM. You may also add the Business Symposium for $175 (a $500 value).
Full Conference One-Day Pass
Includes one day admission to ALL conference programs and events and the Exhibition (Tuesday - Thursday). Does not include reception ticket or Full Conference DVD-ROM.
SIGGRAPH 2013 Registration Fees
FULL CONFERENCE |
On or before 31 May |
On or before 28 June |
At SIGGRAPH 2013 |
ACM SIGGRAPH Member |
$895 |
$1,070 |
$1,170 |
Non-Member |
$1,045 |
$1,195 |
$1,320 |
Student Member |
$395 |
$445 |
$495 |
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FULL CONFERENCE ONE-DAY |
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ACM SIGGRAPH Member |
$325 |
$375 |
$425 |
Non-Member |
$375 |
$425 |
$475 |
Student Member |
$175 |
$200 |
$225 |
Meet Your Fellow SIGGRAPH 2013 Attendees
Whether you are a first-time attendee or a SIGGRAPH Pioneer, you are part of the conference’s 40-year history. Please add yourself to the gallery of SIGGRAPH people and share your predictions for the next 40 years. Then browse, sort, and explore the SIGGRAPH community to find other attendees with similar interests or backgrounds as you. This tool allows you to connect with fellow attendees prior to the conference.
SIGGRAPH Mobile
Now in its second year, the SIGGRAPH Mobile program presents the latest advances in mobile technologies, graphics, and apps. In talks, workshops, panel, and demonstrations, mobile innovators from around the world explore powerful new graphics techniques, game production for handheld devices, visualizations with augmented reality, and how mobile games can save the world's rainforests.
SIGGRAPH Mobile 2013 Highlights:
Challenges With High-Quality Mobile Graphics
Sam Martin, Geomerics Ltd.; Marius Bjørge, Sandeep Kakarlapudi, Jan-Harald Fredriksen, ARM Holdings, plc.
This talk identifies and explores potential solutions to the challenges that exist in bringing AAA-quality graphics to mobile, including the new features exposed by OpenGL ES 3.0, the trend to high-resolution screens, and a novel "on chip" deferred-rendering technique for Mali GPUs.
Graphics on the Go
Gil Irizarry, Conoa
Learn how to make cross-platform graphics applications for mobile devices.
New Directions and Developments in Mobile GPU Design
Eric Demers, QUALCOMM Incorporated; Barthold Lichtenbelt, NVIDIA Corporation; David Blythe, Intel Corporation; Dave Shreiner, ARM Inc.; James McCombe, Imagination Technologies Limited; Anand Shimpi, AnandTech, Inc.
This panel is designed for advanced programmers who want to learn more about taking full advantage of the latest GPU design and implementations to deliver the most advanced graphics for smartphone and tablet users.
Red Ball - Performing With iPads
Marla Schweppe, Rochester Institute of Technology; Darren Stevenson, PUSH Physical Theatre
PUSH Physical Theatre, a Rochester-based group, added iPads to their traditional tools of magic, mime, and movement in the performance of Red Ball. They added five iPads to the mix, performing with graphics created by Marla Schweppe.
Social Reform Through Mobile Gaming (Seed.Genesis)
Alexis Polanco, Danielle Esmaya, Nathaniel Martin, Bradley Chun, Mateusz Mrowiec, Joseph Hewitt, New Jersey Institute of Technology
Team Seed believes that mobile games provide the level of immersion required to renew society's interest in our rainforests.
Sphero Augmented Reality: When Balls Become Beavers
Jonathan Carroll, Fabrizio Polo, Orbotix, Inc.
A moving robot fiducial takes augmented reality on mobile devices to a entirely new level.
The Collaborative Composite Image, the MAG Project
Susan Lakin, David Halbstein, Rochester Institute of Technology
A collaborative project involving students and faculty in the School of Photography and the 3D Digital Design Department of the School of Design at Rochester Institute of Technology with the curators of the Memorial Art Gallery (MAG) in Rochester created an augmented-reality experience using paintings from the MAG's permanent collection.
Image Credit: The Collaborative Composite Image, the MAG Project, Susan Lakin, David Halbstein, Rochester Institute of Technology
Real-Time Live!
Real-Time Live! is the premier showcase for the latest trends and techniques for pushing the boundaries of interactive visuals. As part of the Computer Animation Festival, an international jury selects submissions from a diverse array of industries to create a fast-paced, 90-minute show of cutting-edge, aesthetically stimulating real-time work.
Each live presentation lasts less than 10 minutes, and is presented by the artists and engineers who produced the work.
SIGGRAPH 2013 Real-Time Live! Highlights:
Digital Ira: High-Resolution Facial Performance Playback
Graham Fyffe, USC Institute for Creative Technologies; Jorge Jimenez, Activision, Inc.; Oleg Alexander, Jay Busch, Paul Graham, Borom Tunwattanapong, Koki Nagano, Ryosuke Ichikari, Paul Debevec, Andrew Jones, USC Institute for Creative Technologies; Javier von der Pahlen; Etienne Danvoye; Bernardo Antoniazzi; Michael Eheler; Zbynek Kysela, Activision, Inc.; Curtis Beeson; Steve Burke; Mark Daly, NVIDIA Corporation
Video performance capture drives a facial blendshape model made from high-resolution facial scans that are compressed and realistically rendered in a reproducible game-ready pipeline designed for current-generation PCs and next-generation consoles.
Butterfly Effect
Renaldas Zioma, Unity Technologies
Butterfly Effect is a real-time-rendered short developed in a collaboration among Unity Technologies, Passion Pictures, and NVIDIA. During development, many traditional offline CG techniques were adopted for real-time rendering: physically based shading, Catmull-Clark subdivision, texture-space diffusion for subsurface scattering, pyroclastic noise-based volumetric effects, etc.
Unreal Engine 4 Infiltrator Demonstration
Dana Cowley, Brian Karis, Epic Games, Inc.
Infiltrator, Epic Games’ Unreal Engine 4 real-time demonstration, presents high-end rendering features including physically based materials and lighting, full-scene HDR reflections, advanced GPU particle simulation, adaptive detail with artist-programmable tessellation and displacement, dynamically lit particles that emit and receive light, and thousands of dynamic lights with tiled deferred shading.
Square
Thomas Mann, Still; Daniel Szymanski; Andreas Rose, Framefield GmbH; Wolf Budgenhagen, Still
Exploration of the details of a real-time demoscene animation using a LEAP controller.
Image Credit: Butterfly Effect, Renaldas Zioma, Unity Technologies
Talks
Talks are a less formal alternative to formal publication. They often highlight the latest developments before publication, present ideas that are still in progress, or showcase how computer graphics and interactive techniques are actually implemented and used, in graphics production or other fields. Talks take you behind the scenes and into the minds of SIGGRAPH 2013 creators in all areas of computer graphics and interactive techniques, including art, design, animation, visual effects, interactivity, research, and engineering.
SIGGRAPH 2013 Talks Highlights:
Driving High-Resolution Facial Blendshapes With Video Performance Capture
Graham Fyffe, USC Institute for Creative Technologies
This talk presents a process for rendering a realistic facial performance with control of viewpoint and illumination based on a set of high-quality geometry and reflectance scans of an actor in static expressions driven by one or more high-resolution video streams of a performance.
Lighting Technology of "The Last of Us"
Michal Iwanicki, Naughty Dog, Inc.
How simple, directional representation of lighting can be used to efficiently solve some of the common problems with lightmaps in real-time applications: lack of specular highlights, discontinuity artifacts resulting from UV layout, or absence of believable shadows from dynamic objects.
Near-Eye Light Field Displays
Douglas Lanman, NVIDIA Research; David Luebke, NVIDIA Research
Near-eye light field displays depict sharp images by synthesizing light fields corresponding to virtual scenes located within a viewer's natural accommodation range. We optimize optical trade-offs between resolution, field of view, and form factor and demonstrate a thin, lightweight HMD prototype, containing a pair of microlens-covered OLEDs.
Image Credit: Lighting Technology of "The Last of Us," Michal Iwanicki, Naughty Dog, Inc.
SIGGRAPH Housing
Make your SIGGRAPH hotel reservation through onPeak by 17 June for the best available discounted rates.
SIGGRAPH 2013 has negotiated discount rates for hotels in Anaheim. View a list of participating hotels. These discounts are available to SIGGRAPH 2013 attendees only. Reservations made after 17 June are based on availability only, and rates may increase.
Book your hotel today online or contact onPeak, the SIGGRAPH 2013 travel partner, directly at 800.631.5557 (Continental US and Canada) or +1.312.527.7300. If you are contacted by any other companies to make hotel reservations for SIGGRAPH 2013, please be aware they are not reputable companies or endorsed by SIGGRAPH 2013.
Visit the SIGGRAPH site for more information on housing and travel.
SIGGRAPH in Anaheim
SIGGRAPH 2013, taking place in Anaheim, California, will instantly impress you with its beauty, sunshine, and bountiful list of activities to engage in while visiting. Only a short 30 minute drive from Los Angeles, Anaheim and Orange County are one of the leading business destinations in the United States and home to the 1.6 million square-foot Anaheim Convention Center, world-class dining, championship sports, and a variety of nightlife and entertainment. Spend some extra time with family and friends and take advantage of special offers for SIGGRAPH attendees at one of the most recognized parks in the United States, Disneyland Resort.
Anaheim Event Discounts for SIGGRAPH Attendees:
Discounted Disney® Tickets
Tickets are valid from Friday, 19 July 2013 to Thursday, 1 August 2013. Ticket store opens Sunday, 19 May 2013. Ticket store closes and tickets will no longer be available for purchase after 9:00 PM PST on Sunday, 21 July 2013.
Discounted Angels Baseball Tickets
Save up to 50% on select Angels games in select seating areas during the 2013 season!
Discounted Knott's Berry Farm Tickets
Purchase discounted tickets using promo code: KBFMEETING
Tickets ages 12 - 61: $38
Tickets ages 3-11, 62 and up: $25
Show Your Badge & Save!
The following promotional offers and discounts are exclusively available to attendees during the conference. Show your event badge and save at participating restaurants, attractions, and much more.
Visit the Anaheim/Orange County Visitor & Convention Bureau site for more information.
SIGGRAPH in the News
SIGGRAPH to Spotlight ‘Monsters University,’ ‘Frozen’
Animation Magazine
SIGGRAPH Previews 2013 Production Sessions
Animation World Network
SIGGRAPH 2013 Advance Program Details Available
GraphicSpeak
Issue Sponsor: Future Publishing