Courses: “Delivering Creative Feedback: Critique Workshop”

by on Aug.08, 2012, under Courses, SIGGRAPH 2012

As attendees entered room 406AB, student volunteers handed them two sheets of paper, charcoal, and a paper towel. Their purpose was later revealed when Evan Hirsch, the course leader, had attendees draw the right side of the room. The drawings were used as a tool to encourage feedback from others. Hirsch talked about the easiest ways to kill morale which included: ambiguity, subjectivity, inconsistency and thoughtlessness. When asking for feedback from peers, an artist should create a brief that defines the problem and establishes the constraints. This prevents any confusion on what aspect of the work requires feedback.

When giving feedback, be careful to be constructive and give specifics on what isn’t working; don’t just say you don’t like something. Hirsch also talked about the importance of not telling an artist how to fix the problem. Allowing them the opportunity to sort it out for themselves gives a greater sense of buy in and an opportunity to recover from their “failing.”

With these new principles in mind, Hirsch had attendees make a second drawing of the right side of the room with specific requirements in mind. It had to be a single line drawing that was fun and proportionate; the critique of the second drawing focused on whether or not the artist had fulfilled their requirements.

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OpenGL Course Back and Better Than Ever

by on Aug.07, 2011, under Courses, SIGGRAPH 2011

A SIGGRAPH Course staple helped kick off the conference this year in an updated form. The long running “Introduction to OpenGL” course (now “Introduction to Modern OpenGL Programming”) has been revamped to cover the latest advances in the premiere 3D API. The content was appropriate for both new developers interested in learning about developing interactive 3D applications, as well as experienced developers looking to update their skills with modern techniques. The material covered included the updated OpenGL pipeline and how it differed from the original fixed-function pipeline first developed in the early 90’s, a simple OpenGL application, viewing and modeling transformations, vertex and fragment shaders, and texture mapping. Attendees came away with a great start on developing their own 3D software projects.

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Technical Program Starts Today!

by on Aug.07, 2011, under Courses, SIGGRAPH 2011, Technical Papers

Welcome to the first day of SIGGRAPH 2011!

The technical program kicks off today with Courses and Talks at 2:00pm. Whether you want to learn more about the latest techniques for game interactions or visual effects or the basics of modern graphics software development, there’s a course for you this afternoon. If you’d like insight into the cutting edge of graphics research, head over to Talks. The Talks program opens the week with “Pushing Production Data” and “Facing Hairy Production Problems.”

Finally, tonight at 6:00pm is the always popular Papers Fast Forward! Come for a fast and fun preview of the 80+ papers in the conference. You won’t want to miss it!


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