SIGGRAPH Spotlight cover art

All Episodes

SIGGRAPH Spotlight — 108 episodes

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Title
1

107 – June Kim on ACM SIGGRAPH and Conference Leadership

2

106 – In Conversation With the SIGGRAPH 2026 Electronic Theater Award-Winning Directors

3

105 – Program Chairs Preview: Inside SIGGRAPH 2026

4

104 – SIGGRAPH for Health: Bridging Innovation, Medicine, and Patient Care

5

103 – Artists, Engineers, and Generative AI in Animation Production

6

102 – Spatial Storytelling: New Narrative Forms

7

101 - Where Education Meets Innovation

8

100 – The Making of ‘Zootopia 2’

9

99 - Debugging Your SIGGRAPH Talk

10

98 – Break In With Your Demo Reel

11

97 – Cracking the Code: How SIGGRAPH Evaluates Submissions

12

96 – Live From SIGGRAPH 2025: Impact of SIGGRAPH at All Career Stages

13

95 – Technical Deep Dive: Papers, Workshops, and Impact

14

94 – Live From SIGGRAPH 2025: Inside the Student Volunteer Experience

15

93 – Live From SIGGRAPH 2025: A Career of Outstanding Service From Mk Haley

16

92 – Live From SIGGRAPH 2025: Education Disrupted

17

91 – Ed Catmull and Frederic Parke: Pioneering Animations and the SIGGRAPH Legacy

18

90 – Kavita Bala and Hui Huang on Influential Computer Graphics Research

19

89 – Crafting SIGGRAPH 2025’s Animated Stories

20

88 - Women of SIGGRAPH Conversations

21

87 - Convergence of Art, Technology, and Nature: Part 2

22

86 – Directors’ Cut: Behind the Scenes of the Computer Animation Festival

23

85 – Convergence of Art, Technology, and Nature

24

84 - Award-Winning Voxelized Destruction at Real-Time Live!

25

83 – Live From SIGGRAPH: Art, Science, and Tech Transform Industries and the Human Experience

26

82 – Live From SIGGRAPH 2024: Interactive Media Outside the Screen

27

81 – VR Visionaries Breaking Boundaries

28

80 – Storytelling Through the Power of Animation

29

79 – Inclusivity and Education in Immersive Spaces

30

78 – Projecting the Future of Computer Graphics

31

77 - Synesthetic Connections, Real-Time, and Immersive Experiences

32

76 – Creating a Lasting Impact With Real-Time Rendering

33

75 – Art, Media, and Ecology

34

74 – Rewind: Women in the Story of Immersive Technology

35

73 – Rewind: Using Pre-visualization to Bring HBO’s ‘The Last of Us’ to Life

36

72 – Emerging Technologies Expand Beyond CG Boundaries

37

71 – Visions of the Future of Computer Graphics

38

70 – Fostering Global Connections

39

69 - Art and Artificial Intelligence

40

68 - Electronic Theater Award Winner: 'Overwatch: Kiriko'

41

67 – Bunny, Teapot, and Legends Unveiled: A Journey Through Computer Graphics History

42

66 – The Winning Formula: ACM SIGGRAPH Student Research Competition Winners Edition

43

65 - Ray Tracing in Video Games

44

64 – What’s on the Horizon for Space Discovery and Exploration?

45

63 – The Evolution of Art: From Human Perspective to Tech-driven Innovation

46

62 - Latinas in CG, Part 2

47

61 – Roving Reporter Rewind: A Conversation With Aaron Hertzmann and Rebecca Strzelec

48

60 – Latinas in CG, Part 1

49

59 – Art Behind the Eyes: ‘Imagraph’

50

58 – Bold Predictions for the Future of CG and Special SIGGRAPH Memories

51

57 – In Conversation With Félix and Paul

52

56 – Design For Belonging

53

55 – Holography and Light Field Lab

54

54 – Expert Tips for Your Next Career Move

55

53 – Swen Gillberg on the VFX of ‘Free Guy’

56

52 – Emotions in VR

57

51 – Building the Open Metaverse

58

50.2 – The Future of Production with Larry Cutler

59

50.1 – The Future of Production With Alex Popescu

60

49 – Sergio Pablos on Building an Animation Studio

61

48 – Seeing the Circus in Real Time

62

47 – Inclusion in the Workplace and in the World

63

46 – ‘Star Wars’ in VR

64

45 – Animating With Purpose

65

44 – A Conversation With Alvy Ray Smith

66

43 – Mastering Game Design

67

42 – The Intersection of AI, VR, and Technology

68

41 – Art in the Age of TikTok

69

40 – Virtual Production

70

39 – Deepfakes

71

38 – Game On

72

37 – Age Manipulation in VFX

73

36 – Multiperson Immersive Experiences

74

35 – Real-time, Ray Tracing, and Realism

75

34 – Computer Animation Today

76

33 – Interactive and Immersive Art

77

32 – Celebrating Black History Month

78

31 – Trevor Romain

79

30 – Tim Sweeney and the Metaverse

80

29 – International Collaboration With Blur Studio’s Chris Bedrosian

81

28 – Prescription & Foveated AR With NVIDIA

82

27 - Live From SIGGRAPH 2019 With NASA

83

26 – Adaptive Technology: Tech 4 Good

84

25 – Netflix and Stream: A Look at VFX for TV

85

24 – Machine Learning and AI

86

23 – Evolution of AR

87

22 – Women in Computer Graphics

88

21 – CG in Latin America

89

20 – Rianti Hidayat

90

19 - Gaming in the Middle East

91

18 – Augmented Reality with Niantic, Inc.

92

17 – Independent Storytelling & Innovation

93

16 – CG’s Next Generation with Canada’s Natalia Freitas (Part 2)

94

15 – CG's Next Generation with Canada's Myriam Beauvais and Caroline Beyne (Part 1)

95

14 – Gaming & Interactive with Kim Libreri, Jerry Rees, and Joji Tsuruga

96

13 – The Making of “Loving Vincent”

97

12 – Mark Billinghurst

98

11 – Technology Talk with Steven LaValle and Ben Malouf

99

10 – SIGGRAPH, Leonardo, and the Future of Art

100

9 – Mohammed Saeed Harib

101

8 – SIGGRAPH Asia's Pisut Wisessing and Marisa Ginger Tontaveetong

102

7 – Neurable

103

6 – CG Research with Ed Catmull and Tony DeRose

104

5 – Animation in Asia with Juck Somsaman

105

4 - HOLO-DOODLE

106

3 – Appy Hour

107

2 - Song of a Toad

108

1 - Heroes: The Making of an Interactive, Mixed-Reality Duet