skip to main content
10.1145/2786601acmconferencesBook PagePublication PagessiggraphConference Proceedingsconference-collections
SIGGRAPH '15: ACM SIGGRAPH 2015 Panels
ACM2015 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference Los Angeles California August 9 - 13, 2015
ISBN:
978-1-4503-3633-8
Published:
31 July 2015
Sponsors:
Recommend ACM DL
ALREADY A SUBSCRIBER?SIGN IN

Reflects downloads up to 12 Dec 2024Bibliometrics
Skip Abstract Section
Abstract

Panels are moderated discussions on important topics, with expert panelists chosen by the organizers to provide a wide range of perspectives. Panels have long been an important part of the annual SIGGRAPH conference because they provide a forum for the community to share experiences, opinions, insights, speculation, disagreement, controversy, and audience interaction with the leading experts in computer graphics and interactive techniques.

Skip Table Of Content Section
panel
The renaissance of VR: are we going to do it right this time?

After being dormant in the public eye for more than 10 years, VR is now back to the front pages re-discovered as the portal to push the limits of our imagination towards compelling immersive experiences that can also blend with the physical world. Well-...

panel
Digital domes: theaters without borders

Dome theaters have historically been planetarium venues that projected points of starlight on a curved ceilings, but with the advent of new technologies and software, digital "fulldome" theaters are rapidly expanding and converting domes into an ...

panel
Ready, steady...SIGGRAPH

First time attendees at the annual SIGGRAPH conference account for more than 40% of attendees. This panel is one of the ways to better accommodate first time attendees, and improve overall attendee experience. The goal is to assist (first time) ...

research-article
Convergences in film and games technology
Article No.: 4, Pages 1–2https://doi.org/10.1145/2786601.2789975

Film and game production have historically been on parallel yet distinct development tracks. With the advent of new technologies, video games now have the potential to create dynamically robust cinematic gameplay experiences; in turn, the adoption of ...

abstract
SIGGRAPH: the original "VR meetup"
Article No.: 5, Pages 1–2https://doi.org/10.1145/2786601.2786602

This panel explores SIGGRAPH's role as an important catalyst for the original introduction of Virtual Reality technologies and experiences to the public.

In 1991, SIGGRAPH created the "Tomorrow's Realities" exhibit to highlight VR technologies, taking ...

Index terms have been assigned to the content through auto-classification.

Recommendations

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%
YearSubmittedAcceptedRate
SIGGRAPH '114328219%
SIGGRAPH '1039010326%
SIGGRAPH '094397818%
SIGGRAPH '085189017%
SIGGRAPH '0745510824%
SIGGRAPH '064748618%
SIGGRAPH '054619821%
SIGGRAPH '044788317%
SIGGRAPH '034248119%
SIGGRAPH '023586719%
SIGGRAPH '013006522%
SIGGRAPH '003045919%
SIGGRAPH '993205216%
SIGGRAPH '983034515%
SIGGRAPH '972654818%
SIGGRAPH '962475221%
SIGGRAPH '952575622%
SIGGRAPH '942425724%
SIGGRAPH '932254620%
SIGGRAPH '922134521%
SIGGRAPH '902104320%
SIGGRAPH '891903820%
SIGGRAPH '881613421%
SIGGRAPH '871403324%
SIGGRAPH '851753520%
SIGGRAPH '841184135%
SIGGRAPH '811323829%
SIGGRAPH '801405237%
SIGGRAPH '791104339%
SIGGRAPH '781206453%
Overall8,6011,82221%