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    SIGGRAPH Blog

    blog.siggraph.org · Company blog · on HN since 2017

    The ACM SIGGRAPH blog covers computer graphics research, animation, visual effects, and emerging technologies.

    Visit blogHN submissions
    Hardware & ElectronicsDesign & UX
    What HN says

    HN commenters link it for background on graphics topics like mesh shaders and light-field video, and for retrospectives on past emerging technology work.

    Stats for nerds
    16HN people shared it
    8linked in comments
    43story points
    Apr 2025last shared
    2019people per year2025

    Top posts on HN

    1. 1
      Siggraph Spotlight: Tim Sweeney and the Metaverse [audio]
      5 people · 33 points · first shared 2019 · 2 comments on HN
    2. 2
      5 Things to Know About the 2017 Computer Animation Festival – ACM SIGGRAPH Blog
      1 person · 2 points · first shared 2017 · Discussion on HN
    3. 3
      Siggraph Spotlight: Episode 25 – Netflix and Stream: A Look at VFX for TV
      1 person · 2 points · first shared 2019 · Discussion on HN
    4. 4
      Do We Have Enough Shaders?
      1 person · 2 points · first shared 2024 · 1 comments on HN
    5. 5
      Dinosaur sized leap forward in computer animation
      1 person · 2 points · first shared 2018 · Discussion on HN
    6. 6
      Everything You Think You Know About Networking Is Wrong (2016)
      1 person · 1 points · first shared 2026 · Discussion on HN
    7. 7
      Beyond Deterministic Surfaces: Uncertainty-Aware Geometry Processing
      1 person · 1 points · first shared 2026 · Discussion on HN
    8. 8
      A look back at past emerging technologies submission youre in control
      2 people · first shared 2023
    9. 9
      The magic of technical papers
      1 person · first shared 2020
    10. 10
      Mesh shaders release the intrinsic power of a gpu
      1 person · first shared 2022

    What HN people wrote when they linked it

    • aargh_aarghMar 2021

      Saving you a click... since I, for one, had no idea who Tim Sweeney was.

      "Timothy Dean Sweeney (born 1970)[4] is an American video game programmer, businessman and conservationist, known as the founder and CEO of Epic Games and as the creator of the Unreal Engine, a game development platform."

      https://en.wikipedia.org/wiki/Tim_Sweeney_%28game_developer%29

      "Tune in to hear Tim Sweeney (founder and CEO, Epic Games) during his SIGGRAPH 2019 Talk, “THRIVE: Foundational Principles & Technologies for the Metaverse.” You’ll hear Sweeney posit the state of the games industry, the rise of creator-centric and social gaming, what the “metaverse” really is, and what it will take to build the medium on a larger scale."

      https://blog.siggraph.org/2019/10/siggraph-spotlight-episode-30-tim-sweeney-and-the-metaverse.html/

    • AJ007Aug 2020

      He was very vocal years back when Microsoft was trying to pull off with UWP - https://www.gamesindustry.biz/articles/2016-03-04-tim-sweeney-blasts-microsofts-aggressive-new-uwp-initiative - That is too much to go in to here, but I would recommend reading about it if you are concerned about being able to do things like load the software you want on to Windows.

      Tim Sweeney is thinking years ahead of most other people. In the case of Google and Apple, I suspect what he is actually concerned about is these two companies have control over a VR/AR/XR "metaverse" platform. There are hours of audio and transcripts about him talking about this as well.

      https://blog.siggraph.org/2019/10/siggraph-spotlight-episode-30-tim-sweeney-and-the-metaverse.html/

      https://www.youtube.com/watch?v=h6ClJxjuRvw

    • taneqJul 2020

      For the duration of the microsaccade, you're blind. So if something changes onscreen it's much harder to see.

      IIRC people have used small orientation changes during microsaccades for redirected walking in VR. You feel like you're walking straight but you're actually curving back on yourself.

      Edit: I think that was just detecting full-on saccades but a microsaccade version would be smoother and harder to detect.

      Source: https://blog.siggraph.org/2018/05/challenge-accepted-infinite-walking-in-vr.html/

    • rmccueMay 2021

      The capture and compression part might be related to this Google Research:

      https://augmentedperception.github.io/deepviewvideo/

      Interview about the SIGGRAPH paper here: https://blog.siggraph.org/2020/08/how-google-is-making-streamable-light-field-video-a-reality.html/

    • ale42Mar 2023

      Some people at MIT media lab were working on similar stuff 20 years ago.

      Paper: https://dl.acm.org/doi/10.1145/765891.766108

      Other info: https://blog.siggraph.org/2021/02/a-look-back-at-past-emerging-technologies-submission-youre-in-control.html/

    • e_y_Sep 2022

      I'm not a graphics programmer, but I found this article helpful for understanding the history and background behind mesh shaders: https://blog.siggraph.org/2021/04/mesh-shaders-release-the-intrinsic-power-of-a-gpu.html/

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