This page shows Arch Research's contributions to ACM SIGGRAPH Asia 2021
The 14th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia will take place in Tokyo, Japan at Tokyo International Forum. The annual event, which rotates around the Asian region, attracts the most respected technical and creative people from all over the world who are excited by research, science, art, animation, gaming, interactivity, education and emerging technologies.
The global attention to "anime" expression is exceptionally high, and its digitized production process has significantly raised the importance of R&D. This session will discuss its current status and prospects.
Jun proposed the session that was accepted as one of the featured sessions at ACM SIGGRAPH Asia 2021. He will participate in this session with Yuki Koyama (Graphinica, Inc., AIST), Tatsuo Yotsukura (OLM Digital, Inc.), and Koya Imamura (Toei Animation Co., Ltd.).
This featured session started with a brief introduction of the current anime production workflow, followed by the self-introduction of four presenters whose affiliations have invested in research and development (R&D) for a better anime production pipeline and more creative anime storytelling. These introductions highlighted both shared and different goals in their R&D effort.
Then, the session covered various topics from Google Docs that summarized lessons learned from the interviews with six industry experts. Finally, the session concluded with the future prospects.
Slides are available for downloads below, and session recordings with English translation will be available soon.
Real-Time Live! (RTL) is one of the experiences that makes it unique and a must-attend event, where the best of the best in real-time graphics and interactivity come together for a live competition and share their innovations. Jun serves as the RTL Chair for ACM SIGGRAPH Asia 2021.
For more details including the list of the presenters, please refer to the official website.
Empowering animation creators with information technology.
Studying anime in its own right in collaboration with researchers around the globe.
Creating an inclusive, liminal space to gather and envision the future of animation.