The Return of the Utah Teapot - SIGGRAPH 2026
- Auto-discovered
Cem Yuksel, Martin Newell, Jim Blinn
Visit resource ↗Description
The Return of the Utah Teapot - SIGGRAPH 2026 is a recorded SIGGRAPH session hosted by Cem Yuksel with Martin Newell and Jim Blinn, fifty years after the teapot's first SIGGRAPH appearance. It blends Utah graphics history with how that research shaped modern pipelines.
The panel revisits the teapot's modeling origins, its iconic role in demos and textbooks, and perspectives from researchers behind early rasterization and shading culture. Audience Q&A highlights practitioner memory of foundational techniques still visible in today's engines.
All levels of graphics practitioners interested in history enjoy it; deep math is not the focus.
Free on Yuksel's YouTube as conference-style video.
SIGGRAPH history sessions with Newell and Blinn draw strong replay interest across graphics education communities.
Related resources
- Why Boycott SIGGRAPH Asia 2026?
Commentary video by Cem Yuksel stating personal reasons to boycott SIGGRAPH Asia 2026 in Malaysia.
87% match · <general><all><talk><yuksel><cem><computer><practitioners><siggraph> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
75% match · <aimed><marking><modern><pipelines><siggraph><techniques> - I3D 2026 Keynote: Naty Hoffman's Keynote - Lessons from Digging in Game Dev and Adjacent Trenches
I3D 2026 keynote by Naty Hoffman, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games held at Lucasfilm in San Francisco (13–15 May 2026).
73% match · <general><all><talk><aimed><interested><practitioners><siggraph><work> - Ed Catmull - SIGGRAPH Pioneers Featured Speaker 2025
[video] Ed Catmull - SIGGRAPH Pioneers Featured Speaker 2025 is an approximately 70-minute SIGGRAPH 2025 Pioneers talk by Ed Catmull in Vancouver, introduced by Ginger Alford,…
73% match · <general><all><talk><computer><history><interested><siggraph> - SIGGRAPH 2025 Technical Papers Trailer
This ACMSIGGRAPH YouTube video is the official SIGGRAPH 2025 Technical Papers Trailer.
73% match · <general><all><talk><computer><practitioners><related><siggraph><work> - The History of the GPU | GDEX 2025
[video] The History of the GPU | GDEX 2025 is an approximately 40-minute conference talk by Nick Driscoll, a Vulkan SDK tools developer at LunarG, presented at GDEX 2025 and…
71% match · <general><talk><history><modern><pipelines><shaped> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
69% match · <general><first><interested><modern><pipelines><related> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast. Wookash Podcast interview with Sebastian Aaltonen on his…
65% match · <talk><aimed><interested><modern><work> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
62% match · <first><pipelines><related><return><work> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel. Digital Foundry sponsored interview with IO…
62% match · <aimed><first><interested><practitioners><work> - Modern rendering culling techniques
Modern rendering culling techniques is a technical blog article by Nikita Krupitskas. Technical blog post by Nikita Krupitskas surveying culling techniques used in modern…
62% match · <aimed><modern><pipelines><techniques><work> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
58% match · <general><talk><aimed><first><interested> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
58% match · <general><all><aimed><computer><related><siggraph> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG). HPG talk by Alain Hostettler…
58% match · <general><talk><aimed><history><work> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research. Featured talks include Monte…
58% match · <general><talk><practitioners><related><siggraph><work> - Graphics Programming Conference 2025 - slides released
Graphics Programming Conference 2025 - slides released points to the official GPC 2025 archive of talk materials from the conference held in Breda, Netherlands. The archive…
58% match · <general><all><related><talk><techniques><work> - SIGGRAPH 2025 Links
SIGGRAPH 2025 Links is a curated blog roundup by Stephen Hill that indexes public materials from SIGGRAPH 2025 rather than presenting a single talk or paper. It groups…
58% match · <general><all><practitioners><siggraph><talk><work> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules. Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
56% match · <general><pipelines><related><techniques><work> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
56% match · <general><aimed><modern><pipelines><related> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
56% match · <general><pipelines><related><talk><techniques>