SIGGRAPH 2025: Immersive Pavilion
Conference:
Immersive Pavilion Chair:
- Saskia Groenewegen - Ordina
Jury Member(s):
- David Albert - TH Luebeck
- Jesse Barker - ARM Inc.
- Elizabeth Baumel - Unity Technologies
- Valerie Bernard - Animal Logic
- Kalina M. Borkiewicz - University of Utah and The New York Times
- Peter Bowmar - Quixel
- Robert Bridson - Autodesk Inc.
- Mark Carlson - DreamWorks Pictures
- Nicolas Chaverou - Golaem SAS
- Crane He Chen - Industrial Light & Magic
- Amy Chu - The Walt Disney Company
- Dina El-Zanfaly - Carnegie Mellon University
- Thierry Frey - Groupe Échappe-toi
- Guy Gadney
- Nandhini Giri - Purdue University
- Saskia Groenewegen - Ordina
- Mk Haley - University of Texas at Austin
- Callie Holderman - Magic Leap
- Seth Holladay - Brigham Young University
- Michał Iwanicki - Activision Publishing, Inc.
- Nick Jushchyshyn - Drexel University
- John Kalaigian - Blue Sky Studios
- Joohwan Kim - NVIDIA
- Grace Kuo - Meta
- Emmanuel Laurent - ReelFX
- Joan Llobera - Artanim
- Topher Maraffi - North Carolina State University
- Nathan Matsuda - Meta
- Terence Mosca
- Taro Narahara - New Jersey Institute of Technology
- Lisa Nolan - Industrial Light & Magic and Double Negative
- Gabriell Robinson
- Bruno Roy - Autodesk Inc.
- Trina Roy - Pixar
- Dave Shreiner - ARM Inc. and Sonoma State University
- Maryann Simmons - The Walt Disney Company
- Jason RM Smith - SoMa Play, Inc.
- Josef Spjut - NVIDIA
- Luke Tannenbaum - Epic Games
- Christina Tempelaar-Lietz - Epic Games
- Mark Tucker - Side Effects Software Inc.
- Vinoba Vinayagamoorthy - Samsung Advanced Institute of Technology
- Marta Wilczkowiak - Microsoft Corporation
- Nora Wixom - Apple Inc.
- Qian Zhou - Autodesk Inc.
Overview:
The SIGGRAPH 2025 Immersive Pavilion gathers outstanding content in virtual reality, augmented reality, mixed reality, and beyond! This is a place for contributors and participants to engage in critical discourse on the latest interactive breakthroughs and support for hybrid environments. The Immersive Pavilion seeks submissions with these criteria in mind. First, experiential content is both narrative and non-narrative based. This includes interactive techniques that solve pragmatic needs for productivity, development, and design challenges — all of which are encouraged. But it also includes social experiences, games, and artistic expression. Second, the Immersive Pavilion is platform-agnostic and can include augmented, virtual, and mixed reality; interactive projection mapping; or multi-sensory installations, among others.
We seek work that reflects the exciting evolution of AR, VR, and MR, particularly in terms of interaction, showing their unique features, and how they are shaping the future of our lives.





















