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Gregory Peter Panos (born September 24, 1956) is an American writer, futurist, educator, strategic planning consultant, conference / event producer, and technology evangelist in augmented reality, virtual reality, human simulation, motion capture, performance animation, 3D character animation, human-computer interaction, and user experience design.
Morton Heilig, Dr. Phillip Mittleman, Dr. Alexander Schure, and John Whitney Sr. were mentors to Greg during his early exploration of computer graphics as a career path.
Greg has also worked as an actor and production assistant in several American films including White Trash [1] (1992).
While at OU, he worked in all aspects of television production for WOUB-TV a PBS TV station based in Athens, Ohio, as he also studied electronic music, journalism, and photography.
In New York, Greg worked with pioneering computer animation studios MAGI-Synthavision and Digital Effects.
While briefly serving as an instructor for basic television production at New York Institute of Technology (NYIT) in Old Westbury, New York, he was recruited into CGL, Inc. (the newly created commercial venture) to market, forecast and plan strategy to spin off technology developed at the legendary NYIT Computer Graphics Lab.
While at NYIT Greg rubbed shoulders with many CGL veterans including Lance Williams, Pat Hanrahan, Carter Burwell, Fred Parke, Peter Oppenheimer and many others.
Mr. Panos moved to California in 1982 to work with GTI Inc. (subsequently acquired by Rediffusion Simulation) as an applications engineer for their novel real-time (computer) image generation system the "POLY2000" which found a place in many aerospace companies including Rockwell International.
Greg joined the Rockwell Space Station Systems Division (SSSD) as a member of the technical staff (MTS) and lead engineer instrumental in creating their premiere visualization / simulation laboratory to employing real-time, flight simulation technology toward visualization of preliminary designs for early proposals to NASA for the International Space Station project.
After Space Station, Greg was employed as an applications engineer in the West Coast offices of Star Technologies, Inc. While there, his fellow Star colleagues were Michael T. Jones (current CTO, Google Earth) and Dave Orton former CEO, ATI Technologies.
As a consultant to film director Brett Leonard during pre-production, Greg was instrumental in helping define some of the key visual props used in the "Lawnmower Man" a seminal film which first used virtual reality as plot vehicle for a major motion picture.
As an author, Greg is writing, editing and will publish the "Augmented Reality Sourcebook" in 2012. This work will be the first comprehensive research directory, forecasting and strategic planning compendium for the emerging field of Augmented Reality, AR App developers, Component suppliers, AR design studios, research labs, consultants, events, publications, seminars, etc.
As an author, Greg wrote, edited and published the "Virtual Reality Sourcebook" the first comprehensive research directory, forecasting and strategic planning compendium for the emerging market of virtual reality, human-computer interaction and real-time synthetic environment design / production. The evolving document found a home in libraries of many major corporations and institutions aiding their diligence in research and new market development.
As twice-elected Chairman of SIGGRAPH-LA (in Los Angeles and the largest local chapter for the SIGGRAPH professional organization) he worked to promote and recognize computer graphics and animation with emerging organizations in the CGI / Visual FX industry for motion pictures / TV, virtual reality, virtual actors and performance animation. Greg also held the title of Co-Chairman for SIGGRAPH-LA in the late 1990s.
Greg co-founded the "Performance Animation Society" with Broadway actor / singer Richard Cray in the early 1990s to educate and inform the creative, performing and acting community about the emerging, evolving tools of computer-generated character animation, real-time actor driven performance using motion capture techniques and 3D human digitization to create life-like virtual actors.
1993 Greg produced "A Musical Performance Animation", the first musical, operatic vocal performance by a real-time 3D computer generated character.
Greg has been invited to make numerous presentations and demonstrations at major conferences to illustrate the relevancy of virtual reality and computer generated imagery technology to enhance the future of human civilization:
In the year 2000, Greg founded the " Persona Foundation " to further initiatives in human simulation, motion capture, 3D body and facial scanning, digital persona creation and custom platform development / operating system design for human simulation systems.
Visual effects is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX.
The Works is a shelved animated feature film, partially produced from 1979 to 1986. If it had been finished, it would have been the first film that was entirely 3D computer-animated. It included contributions from individuals who would go on to work at digital animation pioneers Pixar and DreamWorks Animation.
Lance J. Williams was a prominent graphics researcher who made major contributions to texture map prefiltering, shadow rendering algorithms, facial animation, and antialiasing techniques. Williams was one of the first people to recognize the potential of computer graphics to transform film and video making.
Paul Ernest Debevec is a researcher in computer graphics at the University of Southern California's Institute for Creative Technologies. He is best known for his work in finding, capturing and synthesizing the bidirectional scattering distribution function utilizing the light stages his research team constructed to find and capture the reflectance field over the human face, high-dynamic-range imaging and image-based modeling and rendering.
Virtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles. Virtual cinematography can be used to shoot scenes from otherwise impossible camera angles, create the photography of animated films, and manipulate the appearance of computer-generated effects.
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly used in filmmaking and television production but has also been used in interactive theme park attractions and live theatre.
Keram Malicki-Sánchez is an actor, musician, writer, filmmaker, interactive media and virtual reality developer, multimedia artist, and event producer.
Rebecca Allen is an American digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations. It addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality.
In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
A virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor.
A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.
GraphiCon is the largest International conference on computer graphics and computer vision in the countries of the former Soviet Union.
Lawrence Jay Rosenblum is an American mathematician, and Program Director for Graphics and Visualization at the National Science Foundation.
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
The history of computer animation began as early as the 1940s and 1950s, when people began to experiment with computer graphics – most notably by John Whitney. It was only by the early 1960s when digital computers had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static or dynamic. CGI both refers to 2D computer graphics and 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects. The application of CGI for creating/improving animations is called computer animation, or CGI animation.
Nadia Magnenat Thalmann is a computer graphics scientist and robotician and is the founder and head of MIRALab at the University of Geneva. She has chaired the Institute for Media Innovation at Nanyang Technological University (NTU), Singapore from 2009 to 2021.
Hao Li is a computer scientist, innovator, and entrepreneur from Germany, working in the fields of computer graphics and computer vision. He is co-founder and CEO of Pinscreen, Inc, as well as associate professor of computer vision at the Mohamed Bin Zayed University of Artificial Intelligence (MBZUAI). He was previously a Distinguished Fellow at the University of California, Berkeley, an associate professor of computer science at the University of Southern California, and former director of the Vision and Graphics Lab at the USC Institute for Creative Technologies. He was also a visiting professor at Weta Digital and a research lead at Industrial Light & Magic / Lucasfilm.
Michael Kass is an American computer scientist best known for his work in computer graphics and computer vision. He has won an Academy Award and the SIGGRAPH Computer Graphics Achievement Award and is an ACM Fellow.
A virtual human is a software fictional character or human being. Virtual human have been created as tools and artificial companions in simulation, video games, film production, human factors and ergonomic and usability studies in various industries, clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.