Confessions of a researchaholic

August 23, 2019

SIGGRAPHickness

Filed under: Real — liyiwei @ 4:56 pm
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A co-author added a typo “SIGGRAPHickness” into a bib entry today; I guess it means sickness induced by working too hard for SIGGRAPH.
πŸ™‚

August 4, 2019

SIGGRAPH 2019

Filed under: Real — liyiwei @ 4:20 pm
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I spent most of my time in the experience hall with the workshops and demos.
I did not attend a single paper session.
I could socialize with the paper authors a bit more, but I bump into some of them in the parties.
The more conferences I have attended, the more I believe the value of hands-on experience in trying out new things and interacting with different people than just passively listening to talks (most of which are recorded for later viewing, except for the movie production sessions).

For the entire week (from July 25 to 31) I had dinners in various parties (SIGGRAPH Asia technical papers committee meeting and SIGGRAPH conference).

\paragraph{Sunday}

The cybersickness workshop sounds relevant to my research. When I went there, I saw a presenter talking over slides full of dense texts and felt sickness without HMD already. So I left.

I know about the turtle visual programming, but this is the first time I tried hands-on with the Turtle-Stitch embroidery machine.
Basically, you control the turtle (pointer) movement via blocks and write a program by chaining the actions together. Warnings will show if any step may cause manufacturing issues, such as large strides. The program can be saved to a weaving machine to produce an embroidery.

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TurtleStitch embroidery – wow smiley face

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The VR/AR magic session much more interesting with several talks from the industry.
For stationary players, locomotion in games can be achieved via hand controllers for speed and turn.
Synthetic blinks in the rendering can be added for teleportation and turn without eye tracking.
Magic Leap presents Mica, which looks very realistic during the presentation which made me wonder if the company is considering pivoting towards content creation if the hardware does not pan out.
I made a mental note to try the demo to see how opaque the graphics really is.
Mica can be animated with the geometry model plus helper joints.
Particular emphasis is on gaze and attention simulation to focus on face social triangle for face and saccade simulation.
The game porting talk is boring to me so I did not pay much attention.
The sonic immersion talk is very good; the two presenters skillfully use non-VR demos to demonstrate the importance of sound effects for immersive ambisonics.
More information can be found about ICTUS audio.

I went to lunch at Cow Cafe (a vegetarian place near the LA convention center south hall). The egg scrambles were good.

I spent the entire afternoon in the immersive pavilion.
Heterotopias performs cinematic cuts during blinks; the idea sounds very interesting but the demo does not really work for me as my glasses might have prevented accurate eye tracking.

I forgot that I actually had no paper in SIGGRAPH 2019 and thus would have to come into the papers fast forward with everyone else, and ended up sitting on the first row.
I had some quasi-dinner in the Beijing academy and Taipei parties afterwards.
I bumped into Kurt and recommended him to look at the Shard/Glasswing demo; he said that by nature he will ask a lot of pointed technical questions, and I told him that Gavin would be there to answer.

\paragraph{Monday}

I went to register for the Mica demo, and bumped into Zhenyi in the queue. She mentioned goo.gl/x5RQHN as a related work.

I could not get into the NASA VR session, so I went to the experience art talk (AI and embodied experience) instead.
Lavin trains a junky neural network to output limited vocabulary for a person image, and renders the corresponding 3D shapes in VR.
The hugging sculpture photogrammetry is also interesting.

Cow Cafe ran out of materials for scramble eggs, so I ended up with a less tasty avocado toast. I guess they also ran out of arugula and gave me romaine lettuce instead.

Mica demo has interesting interactivity, the graphics is not as opaque as it should be (as I expected) but it is ok. I did not try to go off the script as the aim is visual not interaction. But I still managed to break the demo in 10 seconds.

On my way to the keynote Johannes told me it was really bad and unprepared. It is unscripted, but not as bad as he commented. Sometimes we can learn more about the speaker from a spontaneous talk.

The Spheres VR movie is very good; Darren Aronofsky is listed as a contributor.

The de-noising session looks interesting so I went there.
Color space sculpting seems like a simple and effective idea for color edit.
I doubt how general the neural-network de-speckle approach can be.

When I arrived at the NVIDIA party after the only electronic theater show, the hotel staff was already starting to take away the food.

\paragraph{Tuesday}

I went to the After Effects creative medium workshop. I cannot really follow due to small display text but managed to experiment with the tutorial file a bit to get the gist (usual scripting and compositing stuff over the video time line).
Basically, there are people using Ae purely for synthetic effects instead of video post processing.

I then went to the hardwearable session.
Missed most of the NVIDIA AR eyeglass talk.
The electric control plastic haptic device looked interesting and I made a mental note to try in etech.
Artificial tail and temperature control auxetic are also interesting.

The interactive street art AR workshop is fun and reminded me about Aero authoring.

Real-time live was fun as usual. Hair VR did not win the best show but Liwen and Hao did a great demo (with Jun’s head).

I skipped the Stanford reunion and went straight to the Facebook party; the venue is great!
After giving my drink tickets to Kari, he told me that the Stanford reunion got great drinks.


I did not manage to attend the Adobe party before closing.

\paragraph{Wednesday}

I spent most of the morning in the VR demos.
The guy in the autism AR app told me about how png used to support vector graphics.
The OVS + tumor VR app looked and interacted very well.
The VR redirected walking space station demo (Frank Steinickie) worked very well by simply using highly occluded environment with task distraction without even leveraging blinks or saccades.
The unreal workshop is fun; one can place geometry scene structures for a character to move around for a simple game level.
Being Henry VR movie with gaze and blink control works very well and realistically simulates the situation of someone who could not move except with eyes and a hand.

After accidentally attending the women lunch in UIST 2016, I bravely attended the Berthouzoz women lunch in SIGGRAPH and even more bravely volunteered as a discussion leader.
The speakers were inspirational but I had to cut short the lunch to attend a meeting with Illustrator guys coming all the way from India.
The meeting was very productive and I managed to come up with four potential projects.

The DreamWorks party got good food; it took place inside the convention center, so very easy to attend.

The game of thrones production session was fun even though I never watched the show.
It was too late to attend the Snap party afterwards, so I went to the Apple party. The Canadian party was right around my hotel but I was too sleepy to go.

\paragraph{Thursday}

I got up early for the Glasswing talk session at 9 am, and tried some VR stuff afterwards, such as T-Rex assembly, beach muscle building, etc.

I did not realize the physical pad (Bamboo) is actually linked with Wacom Inkspace, and had a great time experimenting with the hardware.

Autodesk fusion 360 create cad shapes to guide drawing in sketchbook, I got the idea even though I could not create complex shapes.

I bumped into Jonash and lunched with him in Cow Cafe (which kindly gave me a discount code).
I had to miss the Alita production session for flight, which was delayed for 2 hours. I plan not to cut short of the conference in the future unless I really must fit a flight schedule (not between LAX and SFO).

TODO: checkout the blackhole talk, which people told me was great and should be the keynote. Why they put these really interesting forwward looking stuff in the early mornings?

September 16, 2018

MSR Asia single-author challenge

Filed under: Real — liyiwei @ 4:32 pm
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It has been 10 years since I posted up the single-author SIGGRAPH paper challenge to MSR Asia, and nobody has managed to claim the prize as far as I know.

Looking back at my writing, I was wondering who this blunt prick is.
πŸ™‚
If I could, I would tell my past self to be more graceful without compromising the strength.
Otherwise, I still stick with, and have faithfully followed by own edicts, after switching into these other roles.

August 20, 2018

Shadow QA

Filed under: Real — liyiwei @ 2:41 pm
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During the QA after each paper presentation, it is common for the advisers to help the students, especially first-timers, to answer (or translate) questions.

I used to sit on the stage, which I dislike as the bright podium light can shine directly into my eyes. I once shielded my eyes with a hoodie, and people commented that I looked like a gangster.

Then I switched to sit on the front row and step up to the podium during QA. People can see my face; I prefer to remain invisible.

Finally, this year one of my papers was presented in a large, dark ballroom.
A narrow light beam casted over the speaker and the podium was right on the edge of the stage, which allowed me to sneak aside without being seen.
This is my favorite stage design so far.

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August 16, 2018

The coolest I have seen in SIGGRAPH 2018

Filed under: Real — liyiwei @ 7:39 pm
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Coolest demo in real-time live: AI + animation in addition to sketch-based modeling in Teddy

Very cool VR format for anime/manga by Square Enix

Coolest exhibition: the looking glass autostereoscopic display, the game demo, for the first time, made me think that consumers might finally want to buy a 3D display at home.

Looking glass display

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August 10, 2018

ζˆεŠŸεœ°ε°‡δ½œθ€…ζΌ’ε­—ε§“εε‘žε…₯δΈ€η―‡ SIGGRAPH θ«–ζ–‡

Filed under: Real — liyiwei @ 3:47 pm
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After years waiting for the right combination of paper format and authors, I finally managed to insert ζΌ’ε­— author names to a research paper which now resides in the ACM digital library.
πŸ™‚

October 25, 2017

Voucher code

Filed under: Real — liyiwei @ 5:12 pm
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[Update] The code went to Tejas Shroff, whom I don’t know but who seems to be doing interesting VR stuff.

September 8, 2017

Expresii appy hour

Filed under: Real — liyiwei @ 5:03 pm
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My friend Nelson Chu could not attend SIGGRAPH 2017 to demo his Expresii, so I stood in for him.

Thanks to the wonderful product from Nelson, this is a fantastic presentation experience. I can interact with and talk to many different people, focusing more on practical utility than technical details. I had no time to get bored for the entire 2-hour duration. People kept on visiting even after the session closing. And I had a great time practicing playing the app myself.

Publishing a SIGGRAPH paper is about proving how smart we are, while demoing a SIGGRAPH app is about demonstrating how useful it is for you.

August 22, 2017

ACM author rights

Filed under: Real — liyiwei @ 10:09 am
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Among the 3 options for your glorious SIGGRAPH (or other ACM) paper, I usually choose the new licensing agreement (option 2) because it does not require shelling out a few grands for retaining all rights (option 3) and allows the authors to retain the theoretical copyright unlike the traditional copyright transfer (option 1).

By theoretical, I meant that options 1 and 2 probably make little to no practical differences for authors, since the license transfer is perpetual and exclusive for ACM, and authors can share their preprints anyway.

August 11, 2017

Servers down

Filed under: Real — liyiwei @ 10:45 am
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Hmm do people start to submit so early for the next SIGGRAPH?
πŸ˜€

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