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SIGGRAPH 2024 Shapes the Future of Computer Graphics and Interactive Techniques With Games, Immersive Technologies, and Cutting-Edge Technology Demos

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The 51st annual conference sets the stage for attendees to tap into their imaginations, pursue creative engagement, and get a glimpse into the immersive future of gaming 

DENVER, July 10, 2024 /PRNewswire/ — SIGGRAPH 2024 has pinpointed trends in the computer graphics industry for more than 50 years. From Sunday, 28 July to Thursday, 1 August 2024, the future of computer graphics and interactive techniques driving the multibillion-dollar gaming industry will be front and center at the Colorado Convention Center in Denver. The 51st annual conference embodies the goals of gaming, as both aim to build new worlds with the minds behind real-time graphics, art, and systems that foster human interactions and spectator experiences.

Few industries have captivated the hearts and minds of people worldwide as much as the video game industry, which boasts 3.32 billion gamers, in the ever-evolving world of technology. Game creators continue to make strides with the latest advancements in graphics and visual technologies to related technologies for interactivity, augmented and mixed realities, and generative artificial intelligence (AI). These innovations will be showcased throughout SIGGRAPH 2024 with many programs that weave gaming into the mix including Talks; Courses like Natalya Tatarchuk’s fan-favorite “Advances in Real-Time Rendering in Games Part 1” and “Part 2” which returns with a demonstration of state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games; Panels, Appy Hour, the Immersive Pavilion, and Real-Time Live!.

This year marks the 15th anniversary of Real-Time Live!, which invites SIGGRAPH 2024 attendees to experience the connectivity and accessibility of real-time applications across industries in a spectacular live showcase. “With Real-Time Live! this year, we branched out and are incorporating a lot of different industries and applications,” Emily Hsu, Real-Time Live! Chair, said. “Our goal is to showcase transformative technology in a variety of forms including game technology, real-time visualization, artist tools, live performances, or as real-world mixed reality (MR) and augmented reality (AR) applications.”

Hsu also commented on the event’s uniqueness, “Real-Time Live! is an incredibly unique and anxiety-inducing showcase specific to SIGGRAPH. There are no slides and no pre-recorded videos. Whatever you are doing has to be run in real time in front of a live audience in six minutes or less. It crosses the whole spectrum of different industries that are doing real-time work. While gaming applications are definitely represented, there are a variety of showcases from universities, well-known companies, and small start-ups.”

A few Real-Time Live! presentations focused on gaming include:

MOVIN TRACIN’ : Move Outside the Box” — MOVIN will unveil an innovative, AI-driven, real-time, free-body motion capture technology, utilizing a single LiDAR sensor for accurate 3D movement tracking. This demonstration redefines multiplayer gaming, showcasing seamless integration of dynamic, precise motion capture with a mere 0.1 second latency and automatic calibration, all compacted within MOVIN’s advanced system.”Enhancing Narratives with SayMotion’s text-to-3D animation and LLMs” — Deep Motion will make this presentation showcasing SayMotion, a generative AI text-to-3D animation platform that utilizes Large Motion Models and physics simulation to transform text descriptions into realistic 3D human motions for gaming, XR, and interactive media, addressing animation creation challenges with AI Inpainting and prompt optimization using a Large Language Model fine-tuned to motion data.”Revolutionizing VFX Production with Real-Time Volumetric Effects” — Zibra AI will present its ZibraVDB compression technology and Zibra Effects real-time simulation tools to demonstrate the capabilities of creating high-end volumetric visual effects in real-time scenarios on standard hardware to enhance game realism and streamline film production workflows.

In a SIGGRAPH Spotlight Podcast, Hsu commented, “We are world builders. We make and create stories, and there’s always going to be a natural part that has to do with storytelling, and sometimes that also means transporting into new worlds. What’s happening in the last several years and into the future is that it’s becoming a little easier, more efficient, and more accessible so we can tell different kinds of stories that haven’t been told before, and that people from anywhere can take technology and mold it and use it to build new worlds.”

As for Real-Time Live!, Hsu noted that it’s a showcase to help provide the audience with a sense of what’s possible. Real-Time Live! was often thought of as the future — SIGGRAPH 2024 proves that real time is now, and it’s everywhere.

With SIGGRAPH 2024 honing in on immersive storytelling, the Immersive Pavilion is another element the conference features. The team behind SIGGRAPH 2024 knows that immersive technologies and interactive techniques enhance how we interact and solve pragmatic needs for everyday life at work and at play. Those who step foot in the Immersive Pavilion experience the evolution of gaming, AR, virtual reality (VR), mixed reality (MR), interactive projection mapping, multi-sensory technologies, and more.

“SIGGRAPH prides itself on being on the cutting edge. We always guarantee that everything attendees see, especially anything immersive, has elements they’ve never done and had no experience with before. So, it has that special novelty aspect,” Derek Ham, SIGGRAPH 2024 Immersive Pavilion Chair, said.

“I’m very excited about the creators that are thinking about the future of playing from the audience’s perspective to the players’ perspective. When you look at gaming, you now have this platform where people can watch esports or gamers go at it person versus person, or team versus team. We haven’t seen the immersive nature of that for a long time; it’s usually looking at a laptop or screen. The immersive action of the activities and the content, that’s the next level,” Ham added. 

The SIGGRAPH 2024 Immersive Pavilion serves as a place for contributors and participants to engage in critical discourse on the latest interactive breakthroughs and support for hybrid environments. This includes social experiences, games, and artistic expression. The Immersive Pavilion has sought work that reflects the exciting evolution of AR, VR, and MR, particularly in terms of interaction, showing unique features and how they are shaping the future. Eighty submissions came from academic, professional, and independent fronts, and 20 were selected.

A few installations focused on gaming include:

MOFA: Multiplayer Onsite Fighting Arena” — Reality Design will present a game framework that uses HoloKit X headsets, exploring the design space of synchronous asymmetric bodily interplay in spontaneous collocated mixed reality. MOFA game prototypes like “The Ghost,” “The Dragon,” and “The Duel,” inspired by fantastic fiction scenarios, demonstrate that the strategic involvement of non-headset-wearers significantly enhances social engagement.”Metapunch X: Combing Multidisplay and Exertion Interaction for Watching and Playing E-sports in Multiverse” — The National Taipei University of Technology will present Metapunch X, an encountered-type haptic feedback esports game that integrates exertion interaction in XR with multi display spectating. The game is designed as an asymmetric competition, utilizing an XR head-mounted display and a substitutional reality robot to create an immersive experience to the players and audiences.”Reframe: Recording and Editing Character Motion in Virtual Reality” — Autodesk Research will present a live demo of creating lifelike 3D character animations in VR. Attendees will use a novel VR animation authoring interface to record and edit motion. The system utilizes advanced VR tracking to capture full-body motion, facial expressions, and hand gestures, coupled with an approachable intuitive editing interface.

“SIGGRAPH might be the only unique one in this space; it’s like this bubble where it starts here, and then you see where these things go. And if you are the early adopter, you come to SIGGRAPH and follow this content to the more polished form. That’s what I love about the rawness you see at SIGGRAPH,” Ham added.

Learn more about how SIGGRAPH 2024 is shaping the future, building worlds, and pinpointing the trends of gaming with its games-focused programs by checking out the full program.

About ACM, ACM SIGGRAPH, and SIGGRAPH 2024
ACM, the Association for Computing Machinery, is the world’s largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field’s challenges. ACM SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world’s leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2024, the 51st annual conference hosted by ACM SIGGRAPH, will take place live 28 July–1 August at the Colorado Convention Center, along with a Virtual Access option.

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Global Times: Technology helps restore identities of unknown heroes

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BEIJING, June 21, 2026 /PRNewswire/ — At Fudan University, a group of research teams has spent years using cutting-edge technology to restore the faces of China’s fallen soldiers. After successfully reconstructing the appearances of 10 martyrs who sacrificed their lives during the Chinese People’s War of Resistance Against Japanese Aggression (1931-45), they have now achieved another breakthrough: recreating the face of an unidentified Chinese People’s Liberation Army (PLA) soldier who sacrificed his life decades ago.

Using DNA analysis, digital archaeology and facial reconstruction technology, a team has restored the appearance of one of the unidentified soldiers whose remains were unearthed from the battlefield.

By restoring the faces of unknown martyrs, researchers aim to allow the public to see them not as abstract figures in history, but as real individuals who lived through extraordinary hardship and made profound sacrifices, Huang Ping, vice dean of the Institute of Forensic Science of Fudan University, told the Global Times.

Tracing the unidentified

Decades ago, more than 300 PLA troops died in fierce fighting at Majitang in Taojiang county, Central China’s Hunan Province. 

Many of the soldiers had come from Northeast China and had marched south with the advancing army following the Liaoshen Campaign.

The battle successfully pinned down enemy forces and helped create favorable conditions for the subsequent Hengbao Campaign, a decisive operation that accelerated the liberation of Hunan.

After the fighting ended, local residents buried the fallen soldiers near the battlefield, leaving behind a number of anonymous graves that would remain unidentified for more than 70 years.

In August 2024, China’s National Martyrs’ Remains Search Team launched an archaeological excavation at the Majitang battlefield. 

The excavation brought together more than 20 faculty members and students from Fudan University and Wuhan University. Specialists were ­divided into teams ­responsible for ­excavation, cleaning, anthropological analysis, three-dimensional modeling, sample collection and remains preservation, according to CCTV News.

The remains had been buried outdoors for more than 75 years, leaving them exposed to moisture, soil erosion and environmental degradation. Extracting usable DNA from such fragile material was far from guaranteed.

“Exhumation is an extremely serious matter. We cannot take all samples back with us; DNA collection must be completed quickly on site, and we only have one chance to choose,” said Huang.

In theory, teeth are the first choice, followed by dense bone. However, most of the remains recovered from Majitang had no teeth, and intact skulls were extremely rare, with most consisting only of fragments. 

“We can only rely on experience and try to select the densest structures possible,” she said.

A total of 57 human remains were recovered during the excavation, and forensic analysis indicates they belong to at least nine martyrs. Among the nine sets of remains, one skull was relatively well preserved.

According to Huang, a clear bullet hole was ­visible on the surface of the skull. After 3D reconstruction, researchers were able to trace the path of a bullet that penetrated the top of the cranium, which they determined to be the fatal injury. 

Based on comparisons with skeletal development models in their database, the researchers estimated that the soldier was around 20 years old at the time of his death.

Science meets remembrance

After multiple rounds of optimization, researchers were able to extract DNA from the recovered remains, with 24 samples ultimately yielding DNA libraries suitable for further analysis.

Researchers first conducted anthropological examinations to determine basic biological characteristics, including sex, age and physical features, providing a precise anatomical foundation for facial reconstruction.

Based on the 3D model, they applied artificial intelligence algorithms to extract key cranial features and gradually reconstruct facial structures.

“The facial reconstruction we use is a generative model that analyzes the biological contours of different individuals’ skulls to reconstruct the ­appearance of remains, rather than producing a standardized or ‘face-like’ template,” Huang told the Global Times.

“Building on reconstruction based on cranial morphology, we also incorporate supplementary DNA molecular information to refine individualized facial features, such as eyebrow shape and ear structure,” noted Huang.

For the first time in decades, the young soldier’s appearance could be seen again. He has sharp features, a high nose bridge and single eyelids. According to the research team, the reconstruction achieved an estimated accuracy of up to 90 percent.

Searching for a name

Restoring a face is only one step toward restoring an identity.

The next stage involves locating surviving relatives and comparing their DNA with the recovered genetic material.

Authorities have publicly appealed for information and are encouraging anyone with relevant family histories or records to come forward.

For Huang and his colleagues, identifying the soldier would represent more than a scientific achievement.

As many of the soldiers who died in the Majitang battlefield were from Northeast China, the veterans affairs departments in Hunan and Jilin provinces jointly conducted a review to support efforts to locate their families. 

They have compiled a list of 40 martyrs and released contact information to collect leads, ­seeking public assistance in identifying relatives of the young men who died far from home 77 years ago.

The most important thing is the joint effort of government authorities and society as a whole to find leads, Huang said. 

Once potential clues are identified, researchers can then trace possible descendants and compare their DNA with the samples collected today to see whether a match can be made. 

“That is what we are working on now,” he said.

View original content:https://www.prnewswire.com/apac/news-releases/global-times-technology-helps-restore-identities-of-unknown-heroes-302805859.html

SOURCE Global Times

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THE WEEKND KICKS OFF EUROPEAN LEG OF RECORD-BREAKING AFTER HOURS TIL DAWN TOUR WITH TWO SOLD-OUT SHOWS AT COPENHAGEN’S PARKEN STADIUM

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€1 From Every Ticket Sold Across the European Tour Supports the World Food Programme Through the XO Humanitarian Fund and Global Citizen

Hi Res photos:
www.gettyimages.co.uk/search/events/776514872
PHOTO CREDIT: Samir Hussein/Getty Images

COPENHAGEN, Denmark, June 21, 2026 /PRNewswire/ — The Weeknd launched the European leg of his tour with the Denmark stop of his record-breaking After Hours Til Dawn Stadium Tour this weekend with two sold-out performances at Parken Stadium in Copenhagen, marking the next chapter of the massive European leg of the global tour.

The shows featured the tour’s acclaimed new production, including a record breaking 40-foot sculpture created by legendary Japanese artist Hajime Sorayama marketing the largest fine art commission for a live show ever. The sprawling golden ruins, immersive visuals, lasers, flames, and a career-spanning setlist featuring songs from Hurry Up Tomorrow alongside hits including “Blinding Lights,” “Starboy,” and “Can’t Feel My Face.”

The After Hours Til Dawn Tour remains the highest-grossing tour ever by a male solo artist, having surpassed $1 billion in global gross and sold more than 7.5 million tickets across 153 shows. In 2026 alone, the tour has already sold more than 3 million tickets and generated over $440 million in revenue.

Following Copenhagen, the tour continues with multi-night stadium runs across Munich, Lille, Paris, Amsterdam, Milan, Frankfurt, Warsaw, Stockholm, London, Dublin, Madrid, Barcelona and Lisbon before concluding with a final Asia leg later this year.

For more information, visit theweeknd.com/tour

THE WEEKND AFTER HOURS TIL DAWN STADIUM TOUR 2026 EU/UK DATES:
Thu Jun 11 – Manchester, UK – Etihad Stadium
Fri Jun 12 – Manchester, UK – Etihad Stadium
Fri Jun 19 – Copenhagen, Denmark – Parken
Sat Jun 20 – Copenhagen, Denmark – Parken
Thu Jun 25 – Munich, Germany – Allianz Arena
Fri Jun 26 – Munich, Germany – Allianz Arena
Sat Jun 27 – Munich, Germany – Allianz Arena
Fri Jul 3 – Lille, France – Stade Pierre Mauroy
Sat Jun 4 – Lille, France – Stade Pierre Mauroy
Wed Jul 8 – Paris, France – Stade De France
Fri Jul 10 – Paris, France – Stade de France
Sat Jul 11 – Paris, France – Stade de France
Sun Jul 12 – Paris, France – Stade de France
Thu Jul 16 – Amsterdam, Netherlands – Johan Cruijff ArenA
Fri Jul 17 – Amsterdam, Netherlands – Johan Cruijff ArenA
Sat Jul 18 – Amsterdam, Netherlands – Johan Cruijff ArenA
Tue Jul 21 – Nice, France – Allianz Riviera
Wed Jul 22 – Nice, France – Allianz Riviera
Fri Jul 24 – Milan, Italy – San Siro Stadium
Sat Jul 25 – Milan, Italy – San Siro Stadium
Sun Jul 26 – Milan, Italy – San Siro Stadium
Thu Jul 30 – Frankfurt, Germany – Deutsche Bank Park
Fri Jul 31 – Frankfurt, Germany – Deutsche Bank Park
Sat Aug 01 – Frankfurt, Germany – Deutsche Bank Park
Tue Aug 04 – Warsaw, Poland – PGE Narodowy
Wed Aug 05 – Warsaw, Poland – PGE Narodowy
Sat Aug 08 – Stockholm, Sweden – Strawberry Arena
Sun Aug 09 – Stockholm, Sweden – Strawberry Arena
Mon Aug 10 – Stockholm, Sweden – Strawberry Arena
Fri Aug 14 – London, UK – Wembley Stadium
Sat Aug 15 – London, UK – Wembley Stadium
Sun Aug 16 – London, UK – Wembley Stadium
Tue Aug 18 – London, UK – Wembley Stadium
Wed Aug 19 – London, UK – Wembley Stadium
Sat Aug 22 – Dublin, Ireland – Croke Park
Sun Aug 23 – Dublin, Ireland – Croke Park
Fri Aug 28 – Madrid, Spain – Riyadh Air Metropolitano
Sat Aug 29 – Madrid, Spain – Riyadh Air Metropolitano
Sun Aug 30 – Madrid, Spain – Riyadh Air Metropolitano
Tue Sep 1 – Barcelona, Spain – Estadi Olímpic Lluís Companys
Sat Sep 5 – Lisbon, Portugal – Estadio do Restelo
Sun Sep 6 – Lisbon, Portugal – Estadio do Restelo

THE WEEKND AFTER HOURS TIL DAWN STADIUM TOUR – ASIA DATES:
Sat Sep 19 — Tokyo — Belluna Dome – NEW SHOW
Sun Sep 20 — Tokyo — Belluna Dome
Sat Sep 26 — Jakarta — Jakarta International Stadium
Sun Sep 27 — Jakarta — Jakarta International Stadium
Fri Oct 2 — Singapore — National Stadium
Sat Oct 3 — Singapore — National Stadium
Wed Oct 7 — Seoul — Goyang Stadium
Thu Oct 8 — Seoul — Goyang Stadium
Sun Oct 11 — Bangkok — Rajamangala Stadium
Mon Oct 12 — Bangkok — Rajamangala Stadium
Tue Oct 13 — Bangkok — Rajamangala Stadium – NEW SHOW
Sat Oct 24 — Hong Kong — Kai Tak Stadium – NEW SHOW
Sun Oct 25 — Hong Kong — Kai Tak Stadium – NEW SHOW
Fri Oct 30 — Hong Kong — Kai Tak Stadium
Sat Oct 31 — Hong Kong — Kai Tak Stadium
Wed Nov 4 — Kuala Lumpur — TM Stadium National
Thu Nov 5 — Kuala Lumpur — TM Stadium National

ABOUT THE WEEKND:
Filtering R&B and pop through an ambitious widescreen lens, The Weeknd took over popular music and culture on his own terms. The multi-platinum and 7x Diamond certified star is one of the world’s most listened-to artists on Spotify, boasting 111 million monthly listeners and holding the record for the highest number of monthly listeners for over two years. In 2023, the Guinness Book of World Records named him “The Most Popular Artist in the World.”

The Weeknd serves as a Goodwill Ambassador for the World Food Programme (WFP) and was named Humanitarian of the Year by BMAC. From 2020 to now, he has donated over $12million to various charities. This includes $2 million to support WFP’s emergency food and nutrition assistance in the most food-insecure regions of Ethiopia and $4.5 million to help WFP provide over 18 million loaves of bread to feed families in Gaza through his XO Humanitarian Fund, established in partnership with World Food Program USA.

ABOUT THE WORLD FOOD PROGRAMME
The World Food Programme is the 2020 Nobel Peace Prize Laureate and the world’s leading humanitarian organization, saving lives in emergencies and using food assistance to build a pathway to peace, stability and prosperity for people recovering from conflict, disasters and the impact of climate extremes. WFP is the world’ biggest humanitarian agency and provided food assistance to over 120 million people in more than 100 countries in 2025. 

Every contribution helps WFP deliver food, hope, and resilience to families facing hunger. You can join The Weeknd in supporting WFP’s mission by donate through Stop Sult Fonden in Denmark via MobilePay number 68500 or through the Share the Meal app. Even small contributions make a difference – just DKK 5 can feed a child for an entire day.

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BlueNexus Technologies Unveils AquaX Hub at SIWW 2026 — AI Autonomous Operations Extended to Legacy Water Assets

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SINGAPORE, June 21, 2026 /PRNewswire/ — At Singapore International Water Week (SIWW) 2026, BlueNexus Technologies unveiled the global debut of AquaX Hub™ — a compact plug-and-play edge device that brings full AI-powered autonomous operation to standalone water equipment and legacy treatment plants. The launch drew sustained engagement from utilities, industrial operators and engineering firms.

The water sector confronts converging pressures: aging infrastructure, a critical shortage of skilled technicians, and relentless operational cost escalation. AquaX Hub™ answers these directly — extending the AI autonomous operation already proven plant-wide by AquaX Robot™ to a single asset, and delivering comparable monitoring and operational management without a control-system overhaul.

“The industry cannot hire its way out of this problem,” said Jack Zhang, CEO of BlueNexus Technologies. “AI autonomous operation is no longer a future concept — the barrier to entry is gone.”

The AquaX Ecosystem

BlueNexus has built the industry’s first fully integrated AI autonomous water operation platform, spanning three complementary pillars:

AquaX Robot™ is the flagship plant-wide AI agent, built on large language models with proprietary vision, acoustic and infrared multimodal sensing. It optimizes treatment processes 24/7 and predicts equipment failures. Live deployments show up to 90% reduction in on-site staffing, a 50% drop in equipment breakdowns, and approximately 35% lower O&M costs.

AquaX Hub™, making its global debut at SIWW 2026, is a lightweight edge terminal extending that capability to any water system. With an independent local processing module, it monitors and inspects equipment through multimodal sensing and runs a self-contained processing loop. The device integrates seamlessly with existing SCADA, cloud and enterprise platforms via standardized APIs.

i-WaterHub™, the company’s standardized modular treatment plant, operated autonomously by AquaX Robot, delivers 2,500 to 40,000 m³/day for municipal and industrial applications.

Market Momentum

SIWW 2026 convened nearly 500 exhibitors from over 65 countries. BlueNexus has identified priority markets for AquaX Hub™ in Southeast Asia, the Middle East and Africa. “The conversations this week have already translated into concrete business opportunities and we expect rapid deployment in the coming months.” Zhang confirmed.

About BlueNexus Technologies

BlueNexus Technologies is a Singapore-based water-technology company building intelligent, AI-operated systems for the world’s most water-intensive industries. We design and deliver modular water treatment infrastructure that is smarter to run, faster to deploy, and built to operate autonomously.

Web: www.bluenexus.tech

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SOURCE BlueNexus Technologies

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