MIG 2019 - ACM SIGGRAPH Conference on Motion, Interaction and Games

Poster submission deadline extended to 10th September 2019 (all time zones). See the call-for-poster information here.

The registration site is now open! >> Register online now! <<

The tentative conference programme is now available! Programme at a glance and Detailed programme

Welcome to the 12th annual ACM SIGGRAPH conference on Motion, Interaction and Games 2019 (formerly known as Motion In Games) held at Northumbria University, Newcastle Upon Tyne, United Kingdom, 28th - 30th Oct 2019.

In this year, authors of selected best papers will be referred to submit extended and significantly revised versions in the IEEE Transactions on Visualizations and Computer Graphics (TVCG, Impact Factor 3.078) and the Computers & Graphics Journal (C&G, Impact Factor: 1.200).

Motion plays a crucial role in interactive applications, such as VR, AR, and video games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to such interactive systems.

Motion is currently studied in many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilization between these communities can considerably advance the state-of-the-art in the area.

The goal of the Motion, Interaction and Games conference is to bring together researchers from this variety of fields to present their most recent results, to initiate collaborations, and to contribute to the establishment of the research area. The conference will consist of regular paper sessions, poster presentations, and as well as presentations by a selection of internationally renowned speakers in all areas related to interactive systems and simulation. The conference includes entertaining cultural and social events that foster casual and friendly interactions among the participants.




Platinum Special







In Cooperation



Keynote Speakers

    • Prof. Robert Sumner
      Associate Director of DisneyResearch|Studios and an Adjunct Professor at the Swiss Federal Institute of Technology Zurich (ETH)
    • The Science to Create the Magic
      For more than a decade, DisneyResearch|Studios has been pushing the forefront of scientific and technological innovation to advance entertainment products, experiences and shows. Our research covers a broad spectrum of different fields including graphics, vision, augmented and virtual reality, machine learning and AI, as well as interactive technologies. Our innovations are experienced by hundreds of millions of audiences and customers across the world. In this talk I will give and overview of our core research programs including digital humans, story technology, interactive content creation, video processing, and audience understanding. Furthermore, I will share my insights into the fundamental differences between academic and corporate research and highlight the challenges of transferring technology into products.
      Dr Robert Sumner is the Associate Director of DisneyResearch|Studios and an Adjunct Professor at ETH Zurich. At Disney Robert leads the lab’s research in animation and games. His research group strives to bypass technical barriers in animation and game production pipelines with new algorithms that expand the designer’s creative toolbox in terms of depiction, movement, deformation, stylization, control, and efficiency. Robert received a B.S. degree in computer science from the Georgia Institute of Technology and his M.S. and Ph.D. from the Massachusetts Institute of Technology. He spent three years as a postdoctoral researcher at ETH Zurich before joining Disney.
      At ETH, Robert teaches a course called the Game Programming Laboratory in which students from ETH and the Zurich University of the Arts work in small teams to design and implement novel video games. In 2015, Robert founded the ETH Game Technology Center, which provides an umbrella over ETH research, teaching, and outreach in the area of game technology.
    • Prof. Taku Komura
      Professor of Computer Graphics, University of Edinburgh

    • Biography
      Taku Komura is a Professor of Computer Graphics at the Institute of Perception, Action and Behaviour, School of Informatics, University of Edinburgh. As the leader of the Computer Graphics and Visualization Unit his research has focused on data-driven character animation, physically-based character animation, crowd simulation, cloth animation, anatomy-based modelling, and robotics. Recently, his main research interests have been the application of machine learning techniques for animation synthesis. He received the Royal Society Industry Fellowship (2014) and the Google AR/VR Research Award (2017).
    • Prof. Karan Singh
      Professor of Computer Science at the University of Toronto

    • Biography
      Karan Singh is a Professor of Computer Science at the University of Toronto. He co-directs a globally reputed graphics and HCI lab, DGP, has over 100 peer-reviewed publications, and has supervised over 40 MS/PhD theses. His research interests lie in interactive graphics, spanning art and visual perception, geometric design and fabrication, character animation and anatomy, and interaction techniques for mobile, Augmented and Virtual Reality (AR/VR). He has been a technical lead for the Oscar award winning software Maya and was the R&D Director for the 2004 Oscar winning animated short Ryan. He has co-founded multiple companies including Arcestra (architectural design), JALI (facial animation), and JanusVR (Virtual Reality).


    Tutorial Speakers

    • Dr. Nicolas Heess
      Research Scientist at DeepMind, London

    • Biography
      Nicolas Heess is a Research Scientist at DeepMind, London. He is interested in questions related to artificial intelligence and machine learning, perception, motor control, and robotics. One of his long-term goals is to develop algorithms and architectures that enable embodied agents to learn to intelligently reason about and interact with their physical environment and other agents. He has worked on the theory and applications of reinforcement learning and control, unsupervised learning, probabilistic models, and inference. His current research focuses on the application of these methods at the intersection of perception and control with a special interest in the acquisition, representation and adaptation of sensorimotor skills. Prior to joining DeepMind Nicolas was a postdoctoral researcher at the Gatsby Unit (UCL) working with Yee Whye Teh and David Silver. He did his PhD under the supervision of Chris Williams at the University of Edinburgh and also paid several extended visits to Microsoft Research (Cambridge, UK) where he worked with John Winn and others.
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