Bio
Gregory Peter Panos is a futurist, visionary, writer, strategic consultant, educator, philosopher and evangelist in the field of Virtual & Augmented Reality, Human Simulation, 3D Object Scanning, Motion & Facial Capture, Live Performance Animation, 3D Photo-realistic Human Avatar / Character development for experiential Simulation / user interaction.. Greg has worked with NASA / Rockwell using real-time simulation to visualize the Space Station, and with organizations in the CGI / VisFX industry for motion pictures / TV, Virtual Reality, Virtual Actors and Performance Animation. He Co-Founded the “Performance Animation Society”, was twice chair, and twice co-chair, of SIGGRAPH (Los Angeles Chapter), and he authored the “Virtual Reality Sourcebook” Greg has raised consciousness and created community and collaboration in the fascinating area of human simulation through the creation of the “Persona Foundation” where he, and others, enthusiastically demonstrate state-of-the-art developments emerging all around us and at conferences, events and in the media.
Sessions
-
Avatarism - The Personalization of VR/AR/MR02:10 PM - 02:30 PM Jun 2As AR/VR/MR developments progress at a rapid rate, the need to personalize experiences and interactions with realistic and believable manifestations of human actors, live participants themselves and virtual agents (tasked to represent virtual people, etc.) has become an important expectation and goal. Social VR, Virtual Theater, Musical performances, Storytelling, history and educational experiences along with a myriad of other AR/VR/MR experiences will require these dynamic, believable human simulations which act, and re-act, with enough precision to satisfy our complex neurologically ingrained perceptual needs, as they relate to realistic and comfortable human interactions in synthetically generated and augmented environments, etc. The speaker will discuss state-of-the art development, techniques and agenda required to support the field of human construct development, tracking and behavior, including physical 3D body / form capture, facial expression / body motion capture designed to inhabit interactive, immersive environments and scenarios. Acting / performer concerns will be discussed, as well as, the progress of available commercial technology needed to address the complex aspects of creating ideal, believable virtual personae and the desired habitation of these "constructs" into the virtual and augmented world(s) and what to expect from this process going forward.