What we're about

We are the Silicon Valley local chapter for the Association for Computing Machinery's (ACM) Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH).

Our mission is to promote the generation and dissemination of information on computer graphics and interactive techniques.

Our purpose is to foster a membership community whose core values help them to catalyze the innovation and application of computer graphics and interactive techniques.

We meet roughly every month, usually on the third Thursday. Our chapter has been officially meeting for over 15 years, but it goes back over 35 years.

We hold an annual presentation of the SIGGRAPH Electronic Theater, a video presentation of cutting edge computer animation from the recent SIGGRAPH conference.

Topics we have covered: VR/MR/AR, Visual Effects (VFX), Game Development, Animation, Mobile, Ray Tracing, CNN, Model Creation, Web, 3D Printing, New Standards,….

Past speakers have come from: Industrial Light & Magic (ILM), Unity, Stanford, NVIDIA, Pixar, UC Berkeley,….


Meetup (https://www.meetup.com/SV-SIGGRAPH/)
meetup.com/SV-SIGGRAPH (https://www.meetup.com/SV-SIGGRAPH/)

YouTube channel (https://www.youtube.com/channel/UCLJTaJsPsMVRGEqG9dg9u3A/)

Twitter @SVSIGGRAPH (https://twitter.com/SVSIGGRAPH)

Facebook (https://www.facebook.com/sv.siggraph)
https://facebook.com/sv.siggraph (https://www.facebook.com/sv.siggraph)

Website (http://silicon-valley.siggraph.org)

Instagram (https://www.instagram.com/sv.siggraph/)
instagram.com/sv.siggraph (https://www.instagram.com/sv.siggraph/)

Silicon Valley ACM SIGGRAPH

Upcoming events (1)

Improving VR/AR Experiences by Understanding the Human Visual System

Link visible for attendees

Brooke Krajancich, Electrical Engineering PhD Candidate, Stanford
This is the second of two joint events on VR with SFBayACM.
Abstract: Virtual and augmented reality (VR/AR) wearable displays strive to provide perceptually realistic user experiences, while constrained by limited compute budgets, hardware, and transmission bandwidths of wearable computing systems. This presentation describes two different ways in which a greater understanding of the human visual system may assist in achieving this goal. The first looks at how studying the anatomy of the eye reveals inaccuracies in how we currently render disparity depth cues, leading to objects appearing closer than intended, or in the case of AR, poorly aligned with target objects in the physical world. However, this can be corrected with gaze-contingent stereo rendering can, enabled by eye-tracking. The second derives a spatio-temporal model of the visual system, describing the gamut of visible signals for a given eccentricity and display luminance. This model could enable future foveated graphics techniques with over 7x the bandwidth savings than those today.

Brooke Krajancich is a final year PhD candidate in the Electrical Engineering Department at Stanford University, advised by Prof. Gordon Wetzstein. Her research focuses on developing computational techniques that leverage the co-design of optical elements, image processing algorithms and intimate knowledge of the human visual system for improving current-generation virtual and augmented reality displays. She is actively looking for full-time positions starting this June.

Join us for the first joint VR event with SFBayACM on March 15.
Human-Centered Design for VR Training by Jason Jerald, CEO, NextGen Interactions and Lead VR Advisor at XMod

Past events (149)

Human-Centered Design for VR Training

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