Developments in mass-market electronics have a profound impact even on fundamental research agendas and conference programs in computer graphics. Programmable GPUs, 3D movies, the Kinect, HDR displays, 4k video projectors, or smartphones combining camera, display and sensors in one handheld device are only a few examples of how sudden, widespread availability and adoption of "new" technologies (most of which had, in fact, already been available in the lab for quite some time) drives our research field.
In my talk, I will concentrate on a few ongoing consumer-market technology trends and argue how they are almost certain to trigger intriguing new, fundamental research in computer graphics.