SIGGRAPH 2016 Production Sessions to Host ‘Making Of’ Hit Motion Pictures, Games, VR Films and Theme Park Attractions

, the world’s leading annual interdisciplinary educational
experience showcasing the latest in computer graphics and interactive
techniques, will be presenting “Making Of” Production Sessions for a
number of high-profile hit motion pictures, video games, VR films, and
theme park attractions during this year’s conference. With the tagline
“Render the Possibilities,” SIGGRAPH 2016 will be held at the Anaheim
Convention Center, 24–28 July 2016.

The annual SIGGRAPH Production Sessions program presents the best and
brightest visionaries in computer graphics and visual effects. Whether
it’s technical tips, a deeper understanding of the business, pure
inspiration, or a glimpse of the vision behind some of the most amazing
cutting-edge projects, the Production Session takeaways resonate for
years to come. For a closer look at this year’s upcoming Production
Sessions visit

Technical knowledge and inspiration aren’t the only takeaways from the
Production Sessions at SIGGRAPH. Studios often bring props and costumes
from their projects for an up-close look at the detail and artistry that
is involved in the making of visual effects magic. Additionally, there
are frequently giveaways and goodies on hand, as well as time for
attendees to secure autographs from industry notables and presenters.

SIGGRAPH 2016 Production Sessions Chair Mikki Rose said, “Huge crowds
gather every year for the Production Sessions at SIGGRAPH. One reason,
of course, is that there’s a chance to get a behind-the-scenes glimpse
at the creative process that goes into some of the biggest, blockbuster
films, as well as video games and other multimedia projects. But there’s
also the chance to speak artist-to-artist in a Q&A format, and geek out
with friends and colleagues. The only thing cooler than watching special
effects on screen is learning how they were created.”

The SIGGRAPH 2016 Production Sessions program highlights include:

“Deadpool” + Colossus Our Favorite [Anti] Superheroes

Digital Domain worked on the three main aspects of “Deadpool”: Colossus,
Deadpool interacting with Colossus and the Helicarrier. Blur Studio
created the film’s opening title sequence and provided previsualization
for several action sequences. Panelists for this session include: Jan
Phillip Cramer, Animation Director, and Scott Edelstein, CG Supervisor,
Digital Domain, Inc.; Franck Balson, Previsualization Supervisor, and
Sebastien “Zeb” Chort, CG Supervisor, Blur Studio.

Developing “Mass Effect: New Earth” – A 4D Holographic Adventure

This session focuses on the development of a first-of-its-kind theme
park attraction at California’s Great America in Santa Clara. The
experience features “holographic 3D,” using the world’s largest and
highest resolution 3D LED screens combined with 4D effects. The partners
behind this upcoming project are BioWare, Cedar Fair, 3D Live, and Halon
Entertainment. Panelists for the session include: Robert deMontarnal,
Business Development, BioWare; Christian Dieckmann, VP Strategic Growth,
and Howard Newstate, Executive Producer, Media Networks Cedar Fair
Entertainment Company; Clint Reagan, Previs Supervisor, Halon
Entertainment LLC; and, Nathan Huber, Co-Founder and CEO, 3D Live.

From Armadillo to Zebra: Creating the Diverse Characters and World of

The world of “Zootopia” is a vast, multi-scale city where humans never
existed and animals are evolved city-dwellers. Walt Disney Animation
Studios pushed the artistic boundaries of this production to create
vastly different environments filled with hundreds of unique characters.
Session panelists are made up of Walt Disney Animation Studios experts
Ernest Petti, Nicholas Burkard, Brian Leach, Sean Palmer, Michelle
Robinson, and Hans-Joerg Keim.

Industrial Light & Magic Presents the Visual Effects of “Star Wars:
The Force Awakens”

The ILM team will discuss the range of challenges presented by bringing
the latest installment of the storied “Star Wars” series to life.
Panelists include ILM heavyweights like: Daniel Pearson, CG Supervisor;
Patrick Tubach, VFX Supervisor; Paul Kavanagh, Animation Supervisor;
and, Polly Ing, CG Supervisor.

“Kubo and the Two Strings”: One Giant Skeleton, One Colossal

For this upcoming film (in theatres August 19), LAIKA launched an
immensely powerful puppet — to scale. The result: a giant (18-foot)
skeleton with a 24-foot wingspan, a massive undertaking involving the
studio’s interdependent and collaborative crew. A miniature version of
the puppet (approx. 3-feet tall) will be on display during the
conference. LAIKA panelists for this session include: Steve Emerson, VFX
Supervisor, and Steve Switaj, Engineer, Camera and Motion Control.

The Making of Marvel’s “Captain America: Civil War”

Marvel Studios, Industrial Light & Magic (ILM), Rise FX, and Method
Studios will show session attendees how they created some of this smash
hit movie’s most heart-stopping moments. They will also have the Captain
America suit on display during the session. Panelists include: Victoria
Alonso, EVP, Physical Production, Marvel Studios; Dan Deleeuw, VFX
Supervisor, Marvel Studios; Jen Underdahl, VFX Producer, Marvel Studios;
Russell Earl, VFX Supervisor, ILM; and, Greg Steele, VFX Supervisor,
Method Studios.

The Making of “Pearl”, A Google Spotlight Story

“Pearl” is a Google Spotlight Story directed by Oscar-winning animator
Patrick Osborne. Conceived as a 360-degree experience, the film takes
place entirely in a car and explores the gifts we inherit from our
parents. The storyline collapses decades into minutes through montage,
and can run on devices ranging from mobile phones to VR headgear, in
real time. Google’s panelists for the section include: Patrick Osborne,
Director; Rachid El Guerrab, Spotlight Stories Project Lead; David
Eisenmann, Producer; and, Cassidy Curtis, Tech Art Lead.

“Star Wars: Battlefront” – Game Development in the “Star Wars”

The DICE team reveals some of the work that went into this
award-winning, visually stunning game. Topics include PBR,
photogrammetry, vertex shading, fragment shading, and other creative
disciplines. Panelists will include the following Electronic Arts
Digital Illusions Creative Entertainment AB professionals: Kenneth
Brown, Technical Art Director; Jonas Andersson, Visual Effects Artist;
Pontus Ryman, Senior Environment Artist; Anders Egleus, Senior Visual
Effects Artist; and, Oscar Carlén, Senior Lighting Artist.

Under the Sea – The Making of “Finding Dory”

This session will take a look at how Pixar artists created the studio’s
latest feature film. Top animators and technical artists will deliver a
deep dive into the process behind this animated film, which required an
entirely new back-end pipeline and cutting-edge technology. This Pixar
Animations Studios session will feature the following panelists: Steve
Pilcher, Jeremie Talbot, Jim Brown, Masah Ellsworth, Chris Burrows,
Chris Chapman, Ian Megibben, and John Halstead.

for SIGGRAPH 2016. To follow conference news on social
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About SIGGRAPH 2016

The annual SIGGRAPH conference is a five-day interdisciplinary
educational experience in the latest computer graphics and interactive
techniques, including a three-day commercial exhibition that attracts
hundreds of companies from around the world. The conference also hosts
the international SIGGRAPH Computer Animation Festival, showcasing works
from the world’s most innovative and accomplished digital film and video
creators. Juried and curated content includes outstanding achievements
in time-based art, scientific visualization, visual effects, games,
real-time graphics, virtual -+reality, and narrative shorts. SIGGRAPH
2016 will take place from 24-28 July 2016 in Anaheim, California. Visit
the SIGGRAPH 2016 website or follow SIGGRAPH on Facebook,
or Instagram
for more detailed information.


Special Interest Group on Computer Graphics and Interactive Techniques

is an interdisciplinary community interested in research, technology,
and applications in computer graphics and interactive techniques.
Members include researchers, developers, and users from the technical,
academic, business, and art communities. ACM SIGGRAPH enriches the
computer graphics and interactive techniques community year-round
through its conferences, global network of professional and student
chapters, publications, and educational activities.

About ACM

the Association for Computing Machinery, is the world’s largest
educational and scientific computing society, uniting educators,
researchers, and professionals to inspire dialogue, share resources, and
address the field’s challenges. ACM strengthens the computing
profession’s collective voice through strong leadership, promotion of
the highest standards, and recognition of technical excellence. ACM
supports the professional growth of its members by providing
opportunities for lifelong learning, career development, and
professional networking.


Dan Harary
Public Relations Director