So, last week, I had the pleasure of being stabbed, scanned, physically simulated, and synthetically defocused. Clearly, I must have been at SIGGRAPH 2008, the world’s biggest computer graphics conference. While it usually conflicts with Black Hat, this year I actually got to stop by, though a bit of a cold kept me from enjoying as much of it as I’d have liked. Still, I did get to walk the exhibition floor, and the papers (and videos) are all online, so I do get to write this (blissfully DNS and security unrelated) report.
SIGGRAPH brings in tech demos from around the world every year, and this year was no exception. Various forms of haptic simulation (remember force feedback?) were on display. Thus far, the best haptic simulation I’d experienced was a robot arm that could “feel” like it was actually 3 pounds or 30 pounds. This year had a couple of really awesome entrants. By far the best was Butterfly Haptics’ Maglev system, which somehow managed to create a small vertical “puck” inside a bowl that would react, instantaneously, to arbitrary magnetic forces and barriers. They actually had two of these puck-bowls side by side, hooked up to an OpenGL physics simulation. The two pucks, in your hand, became rigid platforms in something of a polygon playground. Anything you bumped into, you could feel, anything you lifted, would have weight. Believe it or not, it actually worked, far better than it had any right to. Most impressively, if you pushed your in-world platforms against eachother, you directly felt the force from each hand on the other, as if there was a real-world rod connecting the two. Lighten up a bit on the right hand, and the left wouldn’t get pushed quite so hard. Everything else was impressive but this was the first haptic simulation I’ve ever seen that tricked my senses into perceiving a physical relationship in the real world. Cool!
Also fun: This hack with ultrasonic transmitters by Takayuki Iwamoto et al, which was actually able to create free-standing regions of turbulence in air via ultrasonic interference. It really just feels like a bit of vibrating wind (just?), but it’s one step closer to that holy grail of display technology, Princess Leia.
Best cheap trick award goes to the Superimposing Dynamic Range (YouTube) guys. There’s just an absurd amount of work going into High Dynamic Range image capture and display, which can handle the full range of light intensities the human eye is able to process. People have also been having lots of fun projecting images, using a camera to see what was projected, and then altering the projection based on that. These guys went ahead and, instead of mixing a projector with a camera, they mixed it with a printer. Paper is very reflective, but printer toner is very much not, so they created a shared display out of a laser printout and its actively displayed image. I saw the effects on an X-Ray — pretty convincing, I have to say. Don’t expect animation anytime soon though 🙂 (Side note: I did ask them about e-paper. They tried it — said it was OK, but not that much contrast.)
Always cool: Seeing your favorite talks productized. One of my favorite talks in previous years was out of Stanford — Synthetic Aperture Confocal Imaging. Unifying the output of dozens of cheap little Quickcams, these guys actually pulled together everything from Matrix-style bullet time to the ability to refocus images — to the point of being able to see “around” occluding objects. So of course Point Grey Research, makers of all sorts of awesome camera equipment, had to put together a 5×5 array of cameras and hook ’em up over PCI express. Oh, and implement the Synthetic Aperture refocusing code, in realtime, demo’d at their booth, controlled with a Wii controller. Completely awesome.
Of course, some of the coolest stuff at SIGGRAPH is reserved for full conference attendees, in the papers section. One nice thing they do at SIGGRAPH however is ask everyone to create five minute videos of their research. This makes a lot of sense when what everyone’s researching is, almost by definition, visually compelling. So, every year, I make my way to Ke-Sen Huang’s collection of SIGGRAPH papers and take a look at the latest coming out of SIGGRAPH. Now, I have my own biases: I’ve never been much of a 3D modeler, but I started out doing a decent amount of work in Photoshop. So I’ve got a real thing for image based rendering, or graphics technologies that process pixels rather than triangles. Luckily, SIGGRAPH had a lot for me this year.