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Network with SIGGRAPH researchers, educators, and artists in your area and around the world.
Join the diverse and talented people in the world’s largest and most productive computer graphics organization. Through publications and video documentation, SIGGRAPH people share research results and creative achievements with artists and scientists everywhere. Every year, thousands of SIGGRAPH people attend the SIGGRAPH conferences, the annual gatherings of the worldwide community devoted to computer graphics and interactive techniques. A collection of video lectures from leaders in the field of computer graphics, SIGGRAPH University is available to the public at no cost. The current lectures (below) cover topics such as digital production pipelines, mobile game creation and OpenGL programming. If you enjoy the lectures below, SIGGRAPH 2014 (the world's largest international conference and exhibition on computer graphics and interactive techniques) will take place between August 10 and 14 in Vancouver, Canada.
This complimentary course, originally presented at the SIGGRAPH 2013 conference, covers the basics of 3D computer graphics in a friendly and visual way, without math or programming. This course, originally presented at the SIGGRAPH 2013 conference, explores the digital production pipeline for VFX studios.

This course, originally presented at SIGGRAPH 2013, covers the basics of mobile game development. This course, originally presented at SIGGRAPH 2013, provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In addition to your support as a member, we need your help as a volunteer to put on our programs! All the lectures included in the inaugural SIGGRAPH University series are from the annual SIGGRAPH conference.
While post-production companies look to tighten budgets, minimize risk and broaden films' reach, there is no longer a standard operating procedure. Three free-to-use mobile game engines are introduced and explained, including an overall education on the possibilities, pipelines, pitfalls and general tips and techniques for mobile game creation. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer.
Everybody who shares ACM SIGGRAPH's love for computer graphics and interactive techniques is warmly invited to join ACM SIGGRAPH and attend SIGGRAPH or SIGGRAPH Asia.

In coming years, the program will expand to include educational video series and supplemental materials.
Shorter schedules, and globalization are as disruptive to the digital pipeline today as non-linear editing and digital cameras were to their analog counterparts. Game engines covered: Project Anarchy From Havok, Unity Game Engine From Unity Technologies, and Corona Game Engine From Corona Labs.
The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL.
This course examines digital pipelines, exposes a few of the methods that haven't changed for far too long, and takes a look at trends in production workflows that will allow studios to quickly adapt to these ever changing environments. This course is presented by Edward Angel of the University of New Mexico and Dave Shreiner of ARM, Inc.

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