BEST OF GTC AT SIGGRAPH 2014
The Best of GTC talks include discussions and demos on a wide range of topics covering the latest advancements in visual computing. It's open to all attendees and features top NVIDIA engineers.
Every attendee who attends a Best of GTC talk will be given a pin and if spotted wearing it at the conference, will be given a special prize! So come by, learn something, and maybe walk away with a little something extra!
Take our Best of GTC talk survey here.
SG4111: Advanced Rendering Solutions from NVIDIA
Phillip Miller (Director, Advanced Rendering, NVIDIA)
Mr. Miller directs product management for NVIDIA Advanced Rendering offerings, ranging from the Iray and mental ray shipping within leading products in Design and Entertainment to the OptiX ray tracing framework used extensively within private and commercial applications. He has been working on leading software products for 20 years, including the 3D animation efforts at Autodesk and the Web Design products at Adobe. He holds a Masters of Architecture from the University of Illinois and is a registered architect.
SG4112: How V-Ray RT & GPU Rendering are Defining a New Filmmaking Paradigm
Chris Nichols (Creative Director, Chaos Group)
CG Industry veteran Christopher Nichols is Chaos Group's Creative Director and leads all Partners in Art projects, including the upcoming short film, CONSTRUCT. With a background in both VFX and Design, Nichols has worked for Gensler, Digital Domain, Imageworks and Method Studios. His credits include Maleficent, Oblivion and Tron: Legacy. His passion for design, lighting and technology drives him to push the art form and enable artists worldwide."
Kevin Margo (Director, CONSTRUCT movie & Independent Director, VFX/CG Supervisor, Blur Studio)
Kevin Margo is director of the hit sci-fi short film "Grounded". He joined Blur studio in 2003 as a scene assembly, lighting and compositing artist and has since moved into the studio's VFX/CG Supervisor role. Recent work includes the prologue for Thor 2: The Dark World and the David Fincher produced Halo 4: scanned cinematic trailer.
SG4113: See the Big Picture: Scalable Visualization Solutions for High Resolution Displays
Doug Traill (Solutions Architect, NVIDIA)
Doug Traill is a Senior Solutions Architect at Nvidia responsible for Scalable Visualization Solutions. In this role he works with Systems Integrators and end customers to help design and implement complex visualization systems. During his career, Doug has been responsible for helping design & build some of the World's largest Visualization Centers, Simulators and Planetariums.
SG4114: Practical Real-Time Voxel-Based Global Illumination for Current GPUs
Alexey Panteleev (Application Performance Engineer, NVIDIA)
Alexey Panteleev is a software/hardware engineer and scientist with broad specialty and focus on optimization and performance. Since 2010, he has been working at NVIDIA as a GPU compute and graphics application performance engineer. In 2013, Alexey received a Ph.D. in computer architecture from the Moscow Engineering and Physics Institute. His interests include real-time graphics, low-level programming, hardware simulation and RTL design, data visualization, and uncommon programming languages.
SG4115: Sharing Physically Based Materials between Renderers with MDL
Jan Jordan (Software Product Manager, NVIDIA)
Mr. Jordan is the product manager for the NVIDIA Material Definition Language. He is a graduate engineer of applied computer science from the Fachhochschule für Wirtschaft und Technik Berlin/Germany and has a B.Sc in computer science from the RTC Galway Ireland. Before joining NVIDIA, his diverse working experience spans from research work on practical VR application to working as art director in computer games. He is a long time member of NVIDIA's Advanced Rendering team where his focus has been on enabling material workflows across many different applications and renderers.
Lutz Kettner (Senior Manager, Advanced Rendering and Materials, NVIDIA)
Mr. Kettner leads the design and engineering efforts for the Material Definition Language, MDL, and the Iray renderer from the NVIDIA Advanced Rendering Center. He has been working on leading software products in advanced rendering, language design, API design, and geometry for 19 years. He is known for his influential work on the open source Computational Geometry Algorithms Library CGAL. He holds a Ph. D in Computer Science from ETH Zurich, Switzerland, worked as a researcher at the University of North Carolina at Chapel Hill and led a research group at the Max-Planck-Institute in Saarbrucken, Germany. He served on ISO and ECMA standardization committees.
SG4116: Tegra K1 Developer Tools for Android: Unleashing the Power of the Kepler GPU with NVIDIA's Latest Developer Tools Suite
Sébastien Domine (Sr. Director SW Engineering, Developer Tools, NVIDIA)
Sébastien is the Sr. Director of Developer Technology Tools at NVIDIA. He runs various software engineering teams and oversees the development of software products dedicated to ease the developer's life and to foster the creation of applications that can take advantage of the GPU and NVIDIA SoCs. Prior to NVIDIA, he worked on PC games at GameFX/THQ and 3D digital content creation tools at Katrix and Nichimen Graphics. He holds a Diplôme d'Ingénieur in Computer Science from EPITA, Paris, France.
SG4117: OpenGL Scene Rendering Techniques
Christoph Kubisch (Senior Developer Technology Engineer, NVIDIA)
Christoph Kubisch is a Senior Developer Technology Engineer for NVIDIA Corporation, where he focuses on OpenGL real-time rendering techniques suitable for CAD/DCC and scientific applications. He collaborates with external partners and NVIDIA's internal teams to optimize current and future rendering algorithms. Prior to joining NVIDIA, Christoph was a researcher on hardware accelerated visualization techniques for medical datasets at the Otto-von-Guericke University of Magdeburg. Furthermore, he has worked as technical artist creating game art, technology and DCC plugin development.
SG4118: NVIDIA® OptiX™ for High Performance Ray Tracing
David McAllister (OptiX Engineering Manager, NVIDIA)
David McAllister is the engineering manager of NVIDIA's OptiX ray tracing engine and has been in the OptiX group for four years. Prior to OptiX he was a GPU architect since joining NVIDIA in 2000, working on GPUs from the GeForce 3 through Fermi. David received his Ph.D. in Computer Science from UNC Chapel Hill and has been in the computer graphics industry since 1989. He resides in Salt Lake City, Utah, USA.
Damien Fagnou (Global Head of VFX Operations, MPC)
After finishing University with a Masters in Computer Science In France, Damien worked for an animated series implementing the technology to speed up the motion capture pipeline and rendering. In 2003, Damien transferred his skills to the film industry and started at leading VFX post production studio MPC to work on Troy, implementing preview tools and City Rendering scripts. In 2005, Damien became R&D lead on Charlie and the Chocolate Factory, 10,000 BC and Narnia. Damien then moved closer to production and became MPC's Stereographer. After a few years in production Damien returned to his software roots and became Global Head of Software overseeing software development efforts across the company. Recently Damien moved up to a wider role as Global Head of VFX Operations, bringing together his expertise in both software and production to continue to evolve and refine the creation processes across all feature film VFX work at MPC.
SG4119: Delivering High-Performance Remote Graphics with NVIDIA GRID™ Virtual GPU
Andy Currid (System Architect, Distinguished Engineer, NVIDIA)
Andy Currid is a system architect in NVIDIA's GPU Virtualization team, where he has led the implementation of NVIDIA's Virtual GPU architecture and other virtualization-based projects, and was formerly lead software architect for NVIDIA's server chipsets. Prior to NVIDIA, Andy worked on embedded systems, high-speed networking, and IP storage at Wind River Systems, portable workstation development at Tadpole Technology, and mainframe I/O subsystems at Fujitsu-ICL.
SG4120: Cloud Architectures & Game Streaming with NVIDIA GRID™ Technologies
Eric Young (Senior Engineering Manager for Developer Technology, NVIDIA)
Eric Young is an engineering manager for Content and Technology at NVIDIA. He works closely with software developers to enable high performance GPU computing and Remote Visualization solutions using NVIDIA Technologies.
Samuel Gateau (3D Software Engineer, NVIDIA)
Samuel Gateau, is a member of the content and technology group at NVIDIA, where he spends his energy and creativity pushing pixels and exploring high-end, real-time computer graphics with game & 3D content developers.
SG4121: OpenGL Update for NVIDIA GPUs
Piers Daniell (Senior Graphics Software Engineer, NVIDIA)
Piers Daniell works for NVIDIA on the core OpenGL driver. Piers has worked on new OpenGL features since OpenGL 3.2 and has been the lead developer on our new OpenGL driver releases since OpenGL 4.1. Piers also represents NVIDIA at the Khronos ARB and helped define the latest OpenGL specifications and ARB extensions since 2010.
Mark Kilgard (Principal System Software Engineer, NVIDIA)
Mark Kilgard works for NVIDIA on OpenGL, vector graphics, programmable shading languages, and GPU-rendering algorithms. Mark led development of the first OpenGL driver for NVIDIA's original GeForce GPU. Mark co-developed the Cg programming language and implemented NVIDIA's first OpenGL Shading Language (GLSL) support. Mark's current focus is GPU-accelerating vector graphics and web standards, particularly for mobile devices. Mark has been actively involved in defining the OpenGL standard for all 22 years of its history. Mark has written two books on real-time graphics. Mark is an NVIDIA Distinguished Inventor named on over 40 graphics-related patents.
SG4122: Image & Vision Processing on Tegra
Elif Albuz (Manager, Vision Software, NVIDIA)
Elif Albuz is the manager of Mobile Vision Software at NVIDIA, leading Computer Vision projects on Advanced Driver Assistance, Computational Photography and Augmented Reality on Tegra GPUs. Before Computer Vision Group, she was leading CUDA FFT Library; designing new algorithms for motion estimation, superresolution and frame-rate up conversion and accelerating them on NVIDIA GPUs; designing architecture for error concealment, adaptive quantization for video codec handwares; and implementing low-level code for h.264, MPEG2 codecs. Prior to joining NVIDIA, she worked at Sony Electronics, leading DVD decoder firmware stack that was used in DVD players and PS2, implementing real-time OS for multi-processor systems and accelerating h.264 using SIMD in the Multimedia Research Labs. Elif Albuz holds dual degree on Electrical Engineering and Computer Science where she focused on Artificial Intelligence and Robotics, and holds a Masters degree in Electrical Engineering with focus on content based image retrieval and parallel architectures.
SG4123: NVIDIA FlameWorks - Real-Time Volumetric Fire & Smoke Simulation
Simon Green (Principal Software Engineer, NVIDIA)
Simon Green is a principal software engineer in the Developer Technology group at NVIDIA. He started graphics programming on the Sinclair ZX-81, which had 1 Kb of RAM and a screen resolution of 64 by 48 pixels, and has been trying to improve the quality of real-time graphics ever since. He received a B.S. in computer science from the University of Reading, U.K. in 1994. His research interests include cellular automata, physically-based simulation and analogue synthesizers.
Vancouver Convention Center
Tuesday, August 12
9:30 AM – 18:00 PM
Wednesday, August 13
9:30 AM – 18:00 PM
Thursday, August 14
9:00 AM – 15:30 PM