VISUAL COMPUTING THEATER AT SIGGRAPH 2014
Come check out NVIDIAs Visual Computing Theater at SIGGRAPH! The theater will be open during exhibition hours and open to all attendees.
SG4125: Project Tango and Tegra K1 – Bringing Spatial Awareness to Mobile
Neil Trevett (Vice President of Mobile Ecosystems, NVIDIA)
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)
SG4126: Creating CONSTRUCT: How NVIDIA GPUs are Defining a New Filmmaking Paradigm
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.
SG4127: Project Lighthouse: Final-Frame Rendering with a GPU
Mike Romey (Head of Pipeline, Zoic Studios)
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.
SG4128: Advances in Chaos V-Ray RT Towards GPU Production Rendering
Vladimir "Vlado" Koylazov (Co-Founder & CTO, Chaos Software)
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.
SG4129: Virtual Automotive: Projection Mapped Graphics for Automotive Design
Kevin Wright (Director of Engineering, Application Software, Christie Digital)
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 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.
SG4130: Digital Workflow in Automotive Design
Tyler Blake (Design Manager, Ford)
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.
SG4131: Unlocking the True Power Of NVIDIA's Iray with Lightworks Iray+ for 3ds Max
Dave Coldron (Product Director, Lightwork Design Ltd.)
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.
SG4132: Using NVIDIA GPUs for Feature Film Production at Pixar
Dirk Van Gelder (Lead Engineer, Pixar)
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.
SG4133: From Tent-Pole to Indie: How OctaneRender is Changing the Industry
Jules Urbach (Founder & CEO, Otoy)
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 Shockwave.com (Real Pool). A decade later, Jules is busy working on his latest two companies, OTOY and Lightstage, to revolutionize 3D rendering.
SG4134: GPUs for Autonomous Driving
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.
SG4136: Using OptiX™ for Lighting Preview in a Katana-Based Production Pipeline
Danny Nahmias (Technical Director, Pixar)
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.
SG4137: Designing Studio Infrastructure for Uncompressed 6K Workflow: Using Adobe Premiere for House of Cards and Gone Girl
Jeff Brue (CTO, Open Drives)
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.
SG4138: Accelerate your Creativity with Adobe Creative Cloud 2014
Dave Helmly (Senior Manager for Pro Video for the Americas, Adobe Systems Incorporated)
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 http://www.youtube.com/user/dhelmly. He also has his own blog site on Adobe.com where he discusses new hardware and software tools and workflows for Adobe's Video and Audio applications at http://blogs.adobe.com/davtechtable.
SG4139: Bunkspeed on NVIDIA® Visual Computing Appliance (VCA) – Enabling Creative Design Decisions in Realtime
David Randle (General Manager, Bunkspeed)
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.
SG4140: Real-Time Preview for VFX : Challenges & Rewards
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.
SG4141: Building Photo-Real Virtual Reality from Real Reality, Byte by Byte
Scott Metzger (Co-Founder, Nurulize)
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.
SG4143: Shadertoy: Do You Know What a Fragment Shader Can Do?
Iñigo Quilez (Co-Founder, Beautypi)
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, 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.
SG4144: VRender: Pixar's GPU-Accelerated Volume Renderer
Florian Hecht (Technical Director, Pixar)
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.
SG4145: The Acura NSX Show Car, Making Dreams a Reality
Pete Petersen (Manager of Digital Modeling and Visualization, Honda R&D)
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 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.
SG4146: Making the Connection: Access to Technology in the Classroom
Steve Vasko (Global Industry Manager, Media & Entertainment, Autodesk Education)
Victoria Rege (Product Marketing Manager, NVIDIA GRID, NVIDIA)
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.
SG4147: Graphics and Computer Vision for Live Augmented Reality: The 34th America's Cup
Tim Heidmann (Chief Instigator, Serious Intent)
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.
SG4148: Porting Fabric Engine to NVIDIA Unified Memory: A Case Study
Peter Zion (Chief Architect, Fabric Engine)
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.
SG4149: Creating High-Dynamic-Range Content for Dolby Vision
Thad Beier (Director of Image Platform Workflow, Dolby Laboratories)
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.
SG4150: OpenSubDiv Update
Barry Fowler (Principal Engineer, Dreamworks)
Manuel Kraemer (Sr. Software Engineer, Research and Development, Pixar)
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.
SG4152: Autodesk® Maya® in Production: Hyperspace Madness
Daryl Obert (Senior Technical Marketing Manager, Autodesk)
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.
SG4153: Debugging and Profiling Modern OpenGL Applications with NVIDIA Nsight Visual Studio Edition 4.1
Jeff Kiel (Senior Manager, Graphics Tools, NVIDIA)
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.
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