Keynote
Ming Lin, University of Maryland

Bio: Ming Lin is an American computer scientist and the chair of the Department of Computer Science at the University of Maryland, College Park, where she also holds an endowed faculty position as the Elizabeth Stevinson Iribe Chair of Computer Science. Prior to moving to Maryland in 2018, Lin was the John R. & Louise S. Parker Distinguished Professor of Computer Science at the University of North Carolina at Chapel Hill.

Lin is known for her work on collision detection, and in particular for the Lin–Canny algorithm for maintaining the closest pair of features of two moving objects, for the idea (with Cohen, Manocha, and Ponamgi) of using axis-aligned bounding boxes to quickly eliminate from consideration pairs of objects that are far from colliding, and for additional speedups to collision detection using bounding box hierarchies. Her software libraries implementing these algorithms are widely used in commercial applications including computer aided design and computer games. More generally, her research interests are in physically based modeling, haptics, robotics, 3D computer graphics, computational geometry, and interactive computer simulation.

Keynote
C. Karen Liu, Stanford University

Bio: C. Karen Liu is an associate professor in the Computer Science Department at Stanford University. Prior to joining Stanford, Liu was a faculty member at the School of Interactive Computing at Georgia Tech. She received her Ph.D. degree in Computer Science from the University of Washington. Liu's research interests are in computer graphics and robotics, including physics-based animation, character animation, optimal control, reinforcement learning, and computational biomechanics. She developed computational approaches to modeling realistic and natural human movements, learning complex control policies for humanoids and assistive robots, and advancing fundamental numerical simulation and optimal control algorithms. The algorithms and software developed in her lab have fostered interdisciplinary collaboration with researchers in robotics, computer graphics, mechanical engineering, biomechanics, neuroscience, and biology. Liu received a National Science Foundation CAREER Award, an Alfred P. Sloan Fellowship, and was named Young Innovators Under 35 by Technology Review. In 2012, Liu received the ACM SIGGRAPH Significant New Researcher Award for her contribution in the field of computer graphics.

Keynote
Rachel Rose, ILM, and Naty Hoffman, Lucasfilm

Bio: Rachel Rose, an R&D Supervisor at Industrial Light & Magic (ILM), drives technology that aids artists in the creation and animation of characters for feature films. Rachel has a strong interest in the intersection of real-time technology and the film industry that started with her Ph.D. thesis on real-time motion synthesis. In her 12 years at ILM, Rachel has worked on a wide range of films, TV shows, and video games, including Rango (2011), Noah (2014), Rogue One: A Star Wars Story (2016), Star Wars: The Force Unleashed 2 (2010), and, most recently, as ILM Technology Supervisor for The Mandalorian (2019). Rachel is a member of the Academy of Motion Picture Arts and Sciences (AMPAS), and her work on BlockParty, a visual, procedural rigging system, earned her a Technical Achievement Award from AMPAS in 2018.

Bio: Naty Hoffman is a Principal Engineer & Architect in the Advanced Development Group at Lucasfilm, where he has helped drive real-time rendering technology on multiple projects including The Mandalorian TV show, the Smuggler’s Run theme park ride, and the Virtual Reality experiences Secrets of the Empire and Vader Immortal. Naty joined Lucasfilm in early 2016 after two decades in the game industry, during which he played a key role in bringing advances such as physically based shading and cinematic color grading to game production. Naty's contributions include graphics technology for celebrated game franchises such as Call of Duty and God of War, core technology libraries for Sony's Playstation 3 console, and influential publications including the Physics and Math of Shading talks at SIGGRAPH and the book Real-Time Rendering.

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