Come check out NVIDIAs Visual Computing Theater at SIGGRAPH! The theater will be open during exhibition hours and open to all attendees.



10:00 - 10:30

SG4124: Hyperspace Madness: From Concept to Production


This presentation will showcase how the Autodesk internal production team explored and implemented the latest techniques using Autodesk® software to create a hero character for the upcoming short film based on the Hyperspace Madness game. Chris walk the audience through the techniques that were explored and the fine balance involved in ensuring an asset could work in both film and games pipelines, taking advantage of the latest hardware advancements.

Talk Survey
Chris Vienneau (Director of Product Management, Autodesk)
Chris Vienneau
10:40 - 11:10

SG4125: Project Tango and Tegra K1 – Bringing Spatial Awareness to Mobile


The Tango Tablet is the latest device in Google's advanced technology program to bring spatial awareness to mobile devices. Tango Tablet uses NVIDIA's Tegra K1 processor to provide GPU acceleration for advanced odometry and 3D depth sensor processing to enable a mobile device to know where it is – and what is around it. This capability lays the foundation for a new generation of immersive experiences – including augmented reality. This session will explore the capabilities of the Tango Tablet and how developers can integrate its advanced sensor processing into their applications.

Talk Survey

Neil Trevett (Vice President of Mobile Ecosystems, NVIDIA)

 Neil Trevett

Neil has spent over thirty years in the 3D graphics industry and is currently responsible for driving the advanced apps ecosystem on NVIDIA Tegra mobile devices. Neil is also the elected President of the Khronos Group industry standards consortium where he initiated the OpenGL ES standard, helped catalyze the WebGL project and chairs the OpenCL and StreamInput working groups. Previously, as Vice President of 3Dlabs, Neil was at the forefront of the silicon revolution bringing interactive 3D to the PC, and he established the embedded graphics division of 3Dlabs to bring advanced visual processing to a wide-range of non-PC platforms. Neil was elected President for eight consecutive years of the Web3D Consortium dedicated to creating open standards for communicating real-time 3D on the Internet. Neil graduated from Birmingham University in the UK with a First Class Joint Honors B.Sc. in electronic engineering and computer science and holds several patents in the area of graphics technology.

Will Braithwaite (Senior Applied Engineer, NVIDIA)
Will Braithwaite
11:20 - 11:50

SG4126: Creating CONSTRUCT: How NVIDIA GPUs are Defining a New Filmmaking Paradigm


Kevin Margo will describe how he is using Chaos Group's V-Ray RT Renderer in his upcoming short film "CONSTRUCT", a CG-animated short film with final-production frames rendered entirely on NVIDIA GPUs. Follow early development of this project with behind-the-scenes breakdowns, concepts, motion-capture fight choreography, models, look development, and final-render clips from a segment of the short film. Focusing on both the creative and technical demands of the film, Kevin will show how GPU technology is enabling his small team of artists, working on nights and weekends in a short period of time to achieve excellent results while trailblazing new film-making workflows possible only due to recent gains in GPU rendering and performance.

Talk Survey
Kevin Margo (Director, CONSTRUCT movie & Independent Director, VFX/CG Supervisor, Blur Studio)
Kevin Margo

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.

12:00 - 12:30

SG4127: Project Lighthouse: Final-Frame Rendering with a GPU


Zoic Studios will discuss our joint efforts with Chaos Group and NVIDIA to fully realize a final-frame GPU rendering pipeline in production. This unique talk identifies the critical pinch points of an existing VRAY pipeline and the level of attention contemporary GPU's must take to not only meet, but greatly exceed the expectations of quick-turn, television episodic production. Romey will include case study statistics from Zoic's juggernaut ZEUS virtual production pipeline which typically averages 300-400 shots per two week cycle for some of today's most demanding visual effects TV shows, Films, Commercials and Games. Discussion will include a candid evaluation of final-frame rendering on the GPU, its performance, deployment cost and effects on current and future production cycles. Additionally, a diary of technical event and challenges from this project will be discussed as well as a roadmap for future development needed to meet the insatiable demand for rendering visual effects.

Talk Survey
Mike Romey (Head of Pipeline, Zoic Studios)
  Mike Romey
Romey is at the helm of ZOIC Studios' pipeline, ensuring that all aspects of the facility's operations are running smoothly. He oversees custom software and pipeline processes that span a broad spectrum of facility management, visual effects, and production disciplines as well as leading teams in crafting solution-based proprietary technologies. This in turn provides ZOIC with some of the most sophisticated pipeline workflow and data reporting tools in the industry.
12:40 - 13:10

SG4128: Advances in Chaos V-Ray RT Towards GPU Production Rendering


Learn about the recent advances of V-Ray RT GPU for photorealistic production and interactive rendering. The talk will follow the R&D process of Chaos Software for V-Ray RT GPU towards the goal of delivering production-quality final frame rendering on the GPU as well as improving the performance of the interactive renderer. The various obstacles along the way and the resulting solutions will be discussed. The talk will offer a behind-the-scenes glimpse into the exciting world of GPU programming and hopefully serve as a valuable insight for other software developers.G TC attendees with interest in photorealistic rendering, raytracing, distributed calculations, and programming in CUDA.

Talk Survey
Vladimir "Vlado" Koylazov (Co-Founder & CTO, Chaos Software)
Vladimir Vlado   Koylazov

Vlado Koylazov is Co-Founder and Chief Technology Officer of Chaos Group. He oversees the development of all software products, including the V-Ray rendering engine and its integrations in Autodesk 3ds Max, Maya and Softimage. Vlado graduated with a Bachelor's Degree in Informatics and a Master's Degree in Computer Graphics from FMI, Sofia University.

13:20 - 13:50

SG4129: Virtual Automotive: Projection Mapped Graphics for Automotive Design


Explore the challenges and issues that arose creating a self-calibrating rendering pipeline to generate image content suitable for projection mapped graphics. A projection mapped model requires a single view point, but ideally view places that are better suited to the physical setup of the projectors and surface. Efficiently placing viewports automatically based on projector positions relative to the model and warping and blending the results for a seamless image. Finally we will explore the next steps applying the above prototype workflow to a real world application.

Talk Survey
Kevin Wright (Director of Engineering, Application Software, Christie Digital)

 Kevin Wright

Kevin Wright has been at Christie since 2004. In his time at Christie, he has led various software projects including Twist – Christie's software for warping and blending multi-megapixel seamless displays and Autocal – Christie's machine-vision system for automatic alignment of seamless displays. Prior to working at Christie, Kevin worked as a software developer in the field of computational fluid dynamics designing visualization systems to analyze fluid flow in turbo machinery and aerospace applications. Kevin received a Bachelor of Applied Science in Systems Design Engineering from the University of Waterloo.

Kevin Moule (R&I Software Engineer, Christie Digital)
  Kevin Margo

Kevin Moule has been working at Christie since 2008, currently in the role of Senior Product Developer, Software with the Research and Innovation group. He is primarily focused on developing machine vision based system for automatically warping and blending multi-projector displays. Prior to joining Christie he was a researcher at the University of Waterloo, developing software for visualization in design and manufacturing. He received a Master of Mathematics and Bachelor of Mathematics from the University of Waterloo.

14:00 - 14:30

SG4130: Digital Workflow in Automotive Design


This talk will provide an overview of digital workflow in an automotive design studio. Learn how contemporary car design studios combine an array of GPU based digital tools with classical clay sculpting techniques to rapidly visualize ideas and deliver vehicles to market faster. Get insight in to the design development process behind concept vehicles and production cars such as the Ford Mustang and F-150. Renderfarms, Autodesk Alias, Autodesk Maya, Autodesk Showcase, Adobe Photoshop, Adobe After Effects, Digidesign Protools, Bunkspeed Drive, ICEM, and Catia are some of the NVIDIA driven technologies to be discussed.

Talk Survey
Tyler Blake (Design Manager, Ford)
 Tyler Blake

As Design Manager at Ford Motor Company, Tyler Blake has been instrumental in the designs of several award-winning concept cars and best-selling production vehicles such as the F150 and Edge. Most recently, Tyler played a key role in the exterior design of the 2015 Mustang. As a member of Ford's Strategic Concepts Group, he is at the forefront of digital workflow. NVIDIA graphics cards are used in every aspect of his design process.

14:40 - 15:10

SG4131: Unlocking the True Power Of NVIDIA's Iray with Lightworks Iray+ for 3ds Max


What makes the Iray+ for 3ds Max plugin different from the native Iray renderer? Come along to this session to find out the answers and why you should be looking at the new Iray+ for 3ds Max plug-in. We will demonstrate how you can leverage remote compute resource to get lightening fast renders, and visualise your scene, within 3ds Max at interactive frame rates with unprecedented accuracy; Iray+ for 3ds Max uses the latest version of NVIDIA's Iray which gives at least double speed-up depending on your hardware. We will demonstrate the Iray+ interactive engine in 3ds Max for quick preview and fast final renders. And introduce how our Iray+ materials use an innovative approach to MDL material creation and editing based on real-world manufacturing concepts; and how you can adapt and edit materials implemented directly within the 3ds Max Slate and Compact material editors. The whole plug-in is packaged with an easy to use, intuitive workflow that will maximise your productivity with the most accurate rendering technology available.

Talk Survey
Dave Coldron (Product Director, Lightwork Design Ltd.)
Dave Coldron

As Lightworks' Product Director, David Coldron leads product management across the company with specific responsibility for the development of our high-end visualisation solution Iray+. He has over 20 years experience in the computer graphics industry specifically in providing integrated solutions for the mechanical CAD, lighting simulation, architectural and interior design markets. He has an art and design background combined with wide ranging knowledge of 3D graphics technology, interaction design and usability. Using these skills he drives products forward using compelling digital content combined with a design process aimed at supporting end-users workflow.

15:20 - 15:50

SG4132: Using NVIDIA GPUs for Feature Film Production at Pixar


This talk will show how Pixar's Presto animation system uses NVIDIA GPU acceleration to deliver real time feedback during the character animation process. The majority of the time will be spent in live demos of Presto showing characters with GPU subdivision surface tessellation with OpenSubdiv, GLSL displacement mapping, shadows, and fur. We intend to show Sullivan and Dean Hardscrabble from Monsters University, and Woody and Buzz as shown on TV in Toy Story of Terror by bringing up those shots within Presto and showing how animators pose a character. We'll also dip into a few technical details: showing examples of the .glslfx file format used for composable GLSL shading, how we do multi-pass OpenGL drawing to warp the 850,000 hairs on Sullivan into place, and how Presto structures multi-threaded CPU character posing and OpenGL drawing to get high performance playback.

Talk Survey
Dirk Van Gelder (Lead Engineer, Pixar)
Dirk Van Gelder

Dirk Van Gelder joined Pixar Animation Studios in 1997 as a software engineer for Academy Award® nominated film A Bug's Life and winning short film Geri's Game, working on animation software and the studio's first use of subdivision surfaces. Dirk has worked on software for every Pixar movie since, including the ground-up rewrite of the studio's proprietary animation system Presto. Currently Dirk leads the Character and GPU teams in the Pixar Studio Tools Department.

16:00 - 16:30

SG4133: From Tent-Pole to Indie: How OctaneRender is Changing the Industry


OTOY has built a production pipeline from high-quality content creation to delivery of photorealistic graphics in real-time. In this session, attendees will get a sneak peek under the hood as Jules Urbach unveils the 2014 roadmap for OctaneRender. The unbiased, physically-based OctaneRender, which draws on the power of NVIDIA GPUs, promises to revolutionize visual effects. Attendees will learn how the VFX community is using OctaneRender to transform their production pipelines. OctaneRender uses NVIDIA GPUs to deliver a rich feature set and interactive, final-quality previews to artists and TDs, allowing them to set cameras, lights and materials without time consuming iterations. From tent-pole to indie, Octane has been adopted by some of the industry's leading production designers.

Talk Survey
Jules Urbach (Founder & CEO, Otoy)
 Neil Trevett
Jules attended Harvard-Westlake high school in LA before being accepted to Harvard University. However, he decided to defer his acceptance to Harvard (indefinitely as it turned out) to go make video games. He made his first game, Hell Cab - Time Warner Interactive, at age 18. Six years after he created Hell Cab, he founded Groove Alliance. Groove ended up creating the first game ever available on (Real Pool). A decade later, Jules is busy working on his latest two companies, OTOY and Lightstage, to revolutionize 3D rendering.
16:40 - 17:10

SG4134: GPUs for Autonomous Driving


NVIDIA GPUs and the computer vision and sensor data processing algorithms running on these processors are becoming part of the autonomous driving revolution through the highly power efficient GPU architecture. These GPUs provide high computational power with low power consumption while solving the challenges of autonomous vehicles that range from fusing and interpreting sensor information, driver monitoring, modeling of driving scenarios to safety and reliability of the autonomous driving operation. In this session, NVIDIA GPU technology enabling autonomous driving as well as the computer vision and image and signal processing libraries that drive them will be presented.

Talk Survey
Elif Albuz (Manager, Vision Software, NVIDIA)
 Elif Albuz
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.
17:20 - 17:50

Not Recorded

SG4135: Real-Time 3D Display: Interactive Multi-GPU Compositing for Ultra HD Glasses-Free 3D Screen


This session will provide an advanced technical preview of Dassault Systèmes' real-time, multi-GPU, OpenGL compositing based on CATIA 3D modeler and NVIDIA technology. Thierry Rouf, Director of FashionLab research at Dassault Systèmes, will explain the benefits of this ground-breaking experience for his department, at the crossroads of the luxury industry and the world of 3D. Coupled with an ALIOSCOPY ultra HD glasses-free 3D screen and a dedicated iOS app, he will manipulate in real time a complete 3D luxury watch model for a mobile 3D immersive experience. Christophe Delattre, DS Software Architecture Director at Dassault Systèmes, will cover the technical details and the different applications for this kind of system, from "CAVE in a box" to multi display walls using CATIA. François Quentin, watch designer and owner of the 4N brand, will also be on stage with his watch to confirm how this dramatically changes product showcase, from concept development to design validation, generating new possibilities for consumers showcase.

Talk Survey

Christophe Delattre (Software Architecture Director, Dassault Systèmes)

Christophe Delattre

Thierry Rouf (Director of FashionLab Research, Dassault Systèmes)

Thierry Rouf
François Quentin (Watch Designer and Owner, 4N brand)
 François Quentin


10:00 - 10:30

SG4136: Using OptiX for Lighting Preview in a Katana-Based Production Pipeline


Having moved our film lighting pipeline to a ray traced, physically based illumination model, this presentation will demonstrate the viability and advantages of using OptiX along with NVIDIA GPUs to obtain interactive lighting feedback on real production shots and assets.

Talk Survey
Danny Nahmias (Technical Director, Pixar)
Danny Nahmias

Danny is a specialist in 3D computer graphics, virtual reality, computer vision and medical imaging. He has applied these skills in medical imaging, automotive, arts, architecture and currently entertainment industries. Danny is always looking for challenging problems and using his expertise to solve them in creative ways.

10:40 – 11:10

SG4137: Designing Studio Infrastructure for Uncompressed 6K Workflow: Using Adobe Premiere for House of Cards and Gone Girl


Jeff Brue, CTO of Open Drives and Post Production Engineer for House of Cards and Fox's upcoming Gone Girl, will discuss the infrastructure challenges and solutions for working in 6K. The talk will cover system requirements and the unique scenarios that arise when visual effects are integrated in a deep seamless manner into editorial through Adobe Premiere. Jeff will also discuss designing large scale editorial and VFX deployments with HP and NVIDIA.

Talk Survey
Jeff Brue (CTO, Open Drives)
Jeff Brue

Jeff Brue is a Technical Consultant specializing in extremely performant studio architecture. Jeff has designed the compute architecture and storage infrastructure of over 40 facilities and productions world wide. He founded Open Drives in 2011 in order to provide the next generation of storage infrastructure for data centric production. Designing infrastructure for productions such as Lawless, American Hustle, and House of Cards, his background in Visual Effects and Post Production includes working on over 135 features and 60 commercial productions. Jeff is currently the CTO of Open Drives in Santa Monica.

11:20 - 11:50

SG4138: Accelerate your Creativity with Adobe Creative Cloud 2014


Discover amazing new features in your favorite Adobe Creative Cloud applications like After Effects, Premiere Pro and Speedgrade that will accelerate your productivity and unleash your creativity like never before.

Talk Survey
Dave Helmly (Senior Manager for Pro Video for the Americas, Adobe Systems Incorporated)
Dave Helmly

As the Senior Manager for Pro Video for the Americas at Adobe, David Helmly manages a Senior Field Team specializing in Pro Video/Audio production workflows for film and broadcast in North and South America. Helmly also travels abroad giving lectures and participating in various industry advisory councils and panel discussions. Helmly has worked for Adobe for nearly 20 years and has specialized in digital video and digital imaging products for more than 25 years. Prior to Adobe, Helmly worked for a digital video pioneer, Radius Inc, a well-known hardware company developing digital video and digital imaging accelerator products for Adobe's award winning line of software.

You can watch his latest videos at He also has his own blog site on where he discusses new hardware and software tools and workflows for Adobe's Video and Audio applications at

12:00 - 12:30

SG4139: Bunkspeed on NVIDIA® Visual Computing Appliance (VCA) – Enabling Creative Design Decisions in Realtime


Rendering technologies have made a positive impact on design decision making year over year. From days to hours to over lunch to minutes, time to quality results have been slashed time and time again. For the elite however, even seconds impact decision making and for them, the search for the holy grail of rendering has been ongoing. Please join us as Bunkspeed in conjunction with NVIDIA proudly announce that the search is over. The holy grail of rendering has been discovered and it will change the way rendering impacts design decision making. Learn more in this cutting edge and visually striking presentation.

Talk Survey
David Randle (General Manager, Bunkspeed)
 David Randle

Mr. Randle has over 8 years of experience in creative services, interface design, marketing and product management, business management and experience design with Bunkspeed. With an Industrial Design degree focusing on the Automotive field, he is able to understand and tailor cutting edge software experiences for our target audiences. His unique blend of Industrial Design and computer savvy has helped establish Bunkspeed's tools as favorites in the design space. David's passion for vehicles, design and technology have allowed for some fun as well with hobbies such as a 1961 Mini Cooper, collectors car and traveling. Mr. Randle is a design fanatic and lives in San Diego and holds a BFA with honors from Academy of Art University in San Francisco, CA.

12:40 - 13:10

SG4140: Real-Time Preview for VFX : Challenges & Rewards


In this session we will discuss the challenge and benefits of interactively visualising large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC and the value of being able to visualize them without the need to go through long offline render processes. We will show initial results of our work done using NVIDIA's Optix framework and Fabric Engine to assemble and render large scenes in an interactive environments taking advantage of the power of high end GPUs.

Talk Survey
Damien Fagnou (Global Head of VFX Operations, MPC)
Damien Fagnou

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.

13:20 - 13:50

SG4141: Building Photo-Real Virtual Reality from Real Reality, Byte by Byte


This talk describes the process for creating and viewing immersive VR environments of extraordinary visual quality, building on work that was used to launch NVIDIA's Quadro K6000. The session will review how laser scanning, 3D modeling, HDR image capture, and 3D paint tools were combined with high-frame rate playback to create highly-interactive worlds. Scott will review the Mari workflow used for early production of Rise, a theatrical release now in production, and demonstrate the results on an Oculus Rift head-mounted display.

Talk Survey
Scott Metzger (Co-Founder, Nurulize)
 Scott Metzger

Scott Metzger is a cofounder of Nurulize, which is focused on developing tools for high-end VR content creation. Metzger has 14 years experience as a Visual Effects Artist/Supervisor specializing in CG rendering for film, commercials, television, and music videos at Los Angeles studios including Luma Pictures, MPC LA, Method Studios, Digital Domain, Alcon Entertainment and Hydraulx. He is considered an innovator of high-resolution photo-real environment capture for offline rendering and real-time applications.

14:00 - 14:30

SG4142: Adobe Illustrator CC and NVIDIA: Bringing GPU Acceleration to Designers


For designers everywhere, the pressure to create and deliver ideas and content faster than ever is what keeps them up at night. In June, Adobe and NVIDIA announced GPU acceleration for Illustrator CC. This new technology is a first for vector graphics, and gives creatives working with Illustrator on Windows 7 or 8 with compatible NVIDIA GPUs a 10x boost in performance. Come see this technology in action as Chana Messer -- fine artist, designer and Adobe Certified Expert- - shows how GPU acceleration in Illustrator CC lets designers craft great work in less time, even with the most complex artwork.

Talk Survey
Chana Messer (Fine Artist, Designer, Trainer and Software Evangelist)
  Chana Messer
14:40 - 15:10

SG4143: Shadertoy: Do You Know What a Fragment Shader Can Do?


Shadertoy is a website that allows developers to live-code shaders that react to music, videos and webcam using WebGL. These creations are shared with the community, making Shadertoy a great repository for finding inspiration, learning and teaching about shading, reactivity and rendering. The website has one challenge: developers have to create their content by only using one full-screen fragment shader. This restriction has pushed the boundaries of what is possible to render in only two triangles. In this session, we are going to walk the audience through Shadertoy and some of the most innovative, artistic and creative GPU algorithms that our community has been developing over the last 6 months. This includes shaders employing raymarching, procedural texturing, modelling and animation, fractal geometry, image compression and volumetric rendering.

Talk Survey
Iñigo Quilez (Co-Founder, Beautypi)

 Iñigo Quilez

Inigo Quilez grew up as a teenager enjoying mountains, snow, sea and nature, but also programming fractals, graphics algorithms and all sort of visual experiments. At the age of 18, right upon the discovery of the undeground community of the demoscene and the potential of using code and maths to build beauty, he decided he would spend his life into the creative side of computer graphics. After having finished his degree in Telecom Engineering, and having worked professionally in virtual reality and realtime rendering of massive data sets in Belgium for many years, he is now employed at Pixar Animation Studios, California, doing what he likes the most - inventing techniques and formulas, painting, drawing and creating procedural imagery and animation.

Pol Jeremias (Co-Founder, Beautypi)
  Pol Jeremias

Pol Jeremias, originally from Barcelona, is a rendering engineer based in San Francisco, California. At a very young age he developed an interest for computers and software development. This interest progressively became more focused on real-time rendering, photorealism and entertainment. He graduated from University of Southern California with a Master's in Computer Science. Right after, he joined LucasArts where he was part of the rendering team working on Star Wars 1313. Today, he is happily writing algorithms and technology for interactive entertainment.

15:20 - 15:50

SG4144: VRender: Pixar's GPU-Accelerated Volume Renderer


Pixar has developed an interactive, progressive renderer to speed-up the workflows involving volumetric special effects for our feature films. The renderer has been implemented with NVIDIA's CUDA and makes full use of available GPU performance and memory. The renderer supports various area lights sources and modifiers and implements a physically-based shading model using multiple importance sampling. It is used not just to create a preview but to produce the final frames for compositing in our movies. We'll talk about how the renderer is structured in terms of rendering phases and corresponding kernels on the GPU. We'll discuss how data is laid out and accessed in memory and how we deal with memory limitations. We'll go into details about how various features of the renderer work like customizable shaders, motion blur, shadows from surfaces, deep data output, screen space caching and guaranteed frame-rate interactivity.

Talk Survey
Florian Hecht (Technical Director, Pixar)
Florian Hecht

Florian Hecht is a graphics software engineer at Pixar working on speeding up rendering and lighting workflows, in particular using GPU technology. He joined Pixar in 2011 after doing graphics research at UC Berkeley. He received a MS in computer science from the University of Karlsruhe, Germany as well as one from the Georgia Institute of Technology.

16:00 - 16:30

Not Recorded

SG4145: The Acura NSX Show Car, Making Dreams a Reality


Time is always a hurdle in automotive development. Honda R&D is constantly striving to implement the latest cutting edge technologies to accelerate and improve our creative workflow. We use the latest software and hardware such as RTT, Bunkspeed, Alias, and others running on multi-GPU workstations globally. Being an international company having R&D studios around the world we have design competitions. Using the power of digital allows this to happen in real time. Our Teams are always looking for faster, easier to use and higher performance tools to help us reduce development time and increase accuracy. We are always pushing our hardware to the limit. This requires the fastest, highest performance GPU's possible. We can never get enough horsepower! Join us and get a look into the design process of the making of the NSX Show car and many other models. See how the Honda R&D Digital Modeling and Visualization team uses the power of digital to develop designs using technology from 3D scanning, 4K and higher photo-real multi GPU rendering, and augmented reality. We hope to see you at our session so we can show you how we turn dreams into reality.

Talk Survey
Pete Petersen (Manager of Digital Modeling and Visualization, Honda R&D)

 Pete Petersen

Pete has over 20 years experience in digital modeling and visualization. He's worked at General Motors and owned his own design firm prior to coming to Honda R & D in 2002. Pete received his industrial design education from the Art Center College of Design.

Joseph Catalano (CG Designer, Honda R&D Americas)
 Joseph Catalano

Joseph is a CG Designer at Honda R&D Americas where he works on photo real rendering. His focus is on using CG rendering to match the quality of photographs. Joseph comes from a background of commercial photography and has transitioned his way into digital rendering.

16:40 - 17:10

SG4146: Making the Connection: Access to Technology in the Classroom


Hear Steve Vasko, Global Industry Manager for Media and Entertainment Education programs at Autodesk, discuss the key components to successfully integrate professional software tools into the classroom. The discussion will include how to obtain software, curriculum, professional development, certification, and computing platform solutions to enhance existing courses. Mr. Vasko will share how an Autodesk and NVIDIA solution can bring new life to classrooms and labs and allow schools to teach the technology and concepts that lead to employment in the media and entertainment industry.

Talk Survey
Steve Vasko (Global Industry Manager, Media & Entertainment, Autodesk Education)

Steve Vasko
Victoria Rege (Product Marketing Manager, NVIDIA GRID, NVIDIA)
Victoria Rege

Victoria Rege is Product Marketing Manager for NVIDIA GRID. She has a B.A. in public relations and French from the University of Rhode Island. Originally from the Jersey Shore, Victoria enjoys spending her weekends exploring the Bay Area, taking photos, reading and planning her next trip.



10:00 - 10:30

SG4147: Graphics and Computer Vision for Live Augmented Reality: The 34th America's Cup


For the 2013 America's Cup sailboat races, the event tech team tracked the yachts, marks, and HDTV helicopter cameras with unprecedented accuracy, enabling a real-time augmented reality graphics system called AC LiveLine. This was used extensively throughout the over 100 hours of international live television broadcast. In 2012, it received the Emmy for Technical Achievement in Sports Broadcast. Visuals provided identification of the yachts, details of the course, graphical display of tactical information, and a number of detailed insights into wind, course, and currents. GPU technology was pivotal in solving the problems of simulation, display, tracking, and visual processing inherent in such a complex project. This talk builds on a talk from last year's conference, and includes new topics such as using computer vision techniques to fine-tune the positioning of the yachts, corner tracking to eliminate the jitter of graphics relative to the video, and accelerated particle system techniques to simulate and display visual effects.

Talk Survey
Tim Heidmann (Chief Instigator, Serious Intent)
Tim Heidmann

Tim is a software architect specializing in applying new technology to creative applications, most recently in graphics and tracking for live television. He has worked with America's Cup technology chief and sailor Stan Honey and his team on several innovative projects in the past, including the prototype of the first down line for football and the glowing puck in hockey. Previously, Tim was an evangelist at Silicon Graphics, with responsibility for the development of the animation and special effects markets.

10:40 - 11:10

SG4148: Porting Fabric Engine to NVIDIA Unified Memory: A Case Study


Fabric Engine is a platform for the development of high-end 3D production tools. Fabric Engine exposes high-performance computation through the KL programming language. KL is a high-level, single-source language that was initially designed to leverage multicore CPUs for parallelism, and was later adapted to additionally support modern GPUs. In this talk we present a case study of adding support for NVIDIA GPUs to KL through the use of the new unified memory feature, including key challenges faced and solutions architected to overcome these challenges.

Talk Survey
Peter Zion (Chief Architect, Fabric Engine)
 Peter Zion

Peter Zion is co-founder and chief architect at Fabric Engine Inc. Peter is the principal architect and implementor of the core of Fabric Engine, a platform for the development of high-end 3D production tools. In this role Peter has designed and developed the KL programming language, a high-level, single-source language that supports efficient parallel computation on both CPUs and GPUs.

11:20 - 11:50

SG4149: Creating High-Dynamic-Range Content for Dolby Vision


Thad Beier will present Dolby's high-dynamic range, wide color gamut system called "Dolby Vision", describing the motivation behind its development and the positive, visceral reaction that content producers and viewers alike have on first seeing content created and viewed in this radically wider image space. He will discuss how NVIDIA's GPU technology is integral to every step of the production process, from off-line computation to real-time image processing.

Talk Survey
Thad Beier (Director of Image Platform Workflow, Dolby Laboratories)
Thad Beier

Thad has spent most of his career in the movie visual effects business, starting with basic computer graphics research at NYIT's Computer Graphics Lab in the late 70's, culminating as Visual Effects Supervisor at Digital Domain working on films such as Transformers 3 and GI JOE: Retaliation. Thad is a member of the visual effects branch of the Academy of Motion Picture Arts and Sciences, and has been a long-term participant in AMPAS's Main Sci-Tech Committee.

12:00 - 12:30

SG4150: OpenSubDiv Update


A review of the OpenSubdiv API, detailing the tessellation techniques used to interactively display complex smooth limit surfaces. The session will also introduce the new features added to the library as well as domain problems still in the research stages.

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Manuel Kraemer (Sr. Software Engineer, Research and Development, Pixar)

 Manuel Kraemer

Manuel Kraemer is a Graphics Software Engineer at Pixar Animation Studios. Prior to that he worked as a technical director at Disney Feature Animation, Double Negative and the BBC. He is currently working on OpenSubdiv, the open source subdivision surface API.

Barry Fowler (Principal Engineer, Dreamworks)
12:40 - 13:10

SG4151 Real-Time & Interactive Visualization of Billions of Data-Points with a Distributed GPU Database


Most of what claims to be interactive visualization of big datasets relies on one of two strategies: pre-canning and sampling. However, both of these techniques have well-known limitations. Enter Map-D, a distributed end-to-end data analytics and visualization platform that can run on any number of GPUs, allowing millisecond query latencies over multi-terabyte datasets. In addition to supporting ultra-fast relational table and array querying, Map-D uses the native graphics pipeline of the GPU to render 2D and 3D visualizations of the results. By streaming these visualizations to a user's browser via interactive 30fps H264 video, it can appear as if billions of data points are in the DOM, even on low-powered mobile clients.

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Todd Mostak (Co-Founder, Map-D)
Todd Mostak
13:20 - 13:50

SG4152: Autodesk® Maya® in Production: Hyperspace Madness


This presentation will provide an overview of the new features of Extension 1 for Autodesk® Maya® 2015. Extension 1 delivers powerful new production tools to help studios large and small build more efficient and productive pipelines. With a sophisticated new color management system that offers a color-safe workflow throughout the lighting, rendering,. Come hear and see how Autodesk® Maya® 3D animation software takes full advantage of NVIDIA Quadro graphics to deliver amazing performance to streamline your workflows when using the most comprehensive creative feature set for 3D computer animation, modeling, simulation, rendering, and compositing. Maya next-generation display technology fueled by Quadro graphics, accelerates modeling workflows for tackling even the most complex data sets.

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Daryl Obert (Senior Technical Marketing Manager, Autodesk)

Daryl Obert

Daryl Obert is a 20-year CG veteran who started working for Alias in 1995 as an application engineer. As Senior Technical Marketing Manager at Autodesk, Daryl is responsible for building many of the presentations used at events such as SIGGRAPH, IBC, GDC, and NAB. He has spent his career working with clients, ensuring their success at implementing Autodesk technology.

14:00 - 14:30

SG4153: Debugging and Profiling Modern OpenGL Applications with NVIDIA Nsight Visual Studio Edition 4.1


This session will give an overview of profiling and debugging OpenGL applications using Nsight VSE. Included will be details on using the Frame Debugger to investigate API usage, the Shader Debugger to step through GLSL shader code, Tracing & Analysis to investigate CPU and GPU workload interactions, and the Frame Profiler to pinpoint GPU bottlenecks in the scene.

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Jeff Kiel (Senior Manager, Graphics Tools, NVIDIA)
Jeff Kiel
Jeff started in the games industry at Interactive Magic working on flight simulators and strategy games. That led to Sinister Games/Ubisoft and strategy action games for PC and early consoles. After almost 8 years of late nights and death marches, Jeff moved to NVIDIA where he initially worked on the driver team helping bring to fruition the initial stereo graphics implementations. Finally, Jeff joined the tools team to work on tool for graphics and game developers, including PerfHUD PC and ES, Nsight Visual Studio Edition, and Tegra Graphics Debugger.