Events

Subscribe
The World Leader
in Visual Computing
SIGGRAPH 2015 August 9-13 | Los Angeles, CA
SIGGRAPH 2015 August 9-13 | Los Angeles, CA

BEST OF GTC THEATER at siggraph 2015

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

 

TUESDAY, AUGUST 11 | BOOTH #500

10:00 - 10:30

SIG1515: Shading Film Assets with Interactive Ray Tracing

 

We show how to develop and tune a shading network for a film asset with interactive, fully ray traced, physically plausible lighting and rendering feedback, using Nvidia's Optix to recompile the shading graph.

 
Danny Nahmias (Technical Director, Pixar Animation Studios)
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

SIG1516: Creating CONSTRUCT: A GPU-Rendered Short Film

 

Kevin will describe how Chaos V-Ray RT and NVIDIA GPUs were used throughout production on his groundbreaking short film CONSTRUCT, rendered entirely on GPUs. Go here to see more of the project and here to see how interactive GPU rendering was used on a motion capture stage during production.

 

Kevin Margo (Director, Blur Studio)

Kevin Margo

Kevin is an independent director and VFX supervisor at Blur Studio.

 

SIG1517: Digital Pipelines for Product Design at Harley-Davidson

 

Harley-Davidson has been designing and manufacturing motorcycles for over 110 years. While the motorcycles designs remain true to the heritage, the process has evolved to incorporate many new tools into the conceptual design process to reduce the time required to develop new products, improve styling intent and to allow for greater conceptual exploration. By leveraging tools from Bunkspeed, Keyshot, Autodesk, Rhino and others, we have added flexibility to our process for delivering high quality designs earlier. This presentation will go thru some of the conceptual design workflows and show how Harley-Davidson uses visualization tools to bring it all together. Feedback on GPU vs CPU performance benchmarking done at Harley-Davidson and how these tools are leveraged will be provided.

 
Matthew Gueller (Senior Surface Designer, Harley-Davidson)
Matthew Gueller

Matthew has been working in the design field for over 17 years including 7 years at John Deere as a Senior Designer and over 10 years at Harley-Davidson Motor Company where he is currently employed. Matthew graduated with a Bachelor's Degree in Industrial Design from Milwaukee Institute of Art and Design. Much of his career has been focused on the growing use of digital tools in the design process and incorporating non-traditional tools into the digital pipeline.

 

SIG1518: Get into VR with 360 Video

 

Both Facebook and Hollywood view VR as a new medium, not only for computer- generated images but also for video. VideoStitch has developed 360-degree video stitching software that combines multiple HD video streams in real time using CUDA and NVIDIA GPUs. Camera manufacturers, the defense industry and movie production companies are among initial customers. This talk gives an overview of the state of art for creating 360 degree video including the challenges making multi-sensor cameras and combining 6-12 HD video streams for up to 8K video in real time with multiple GPUs.

 
Nicolas Burtey (CEO, VidoeStitch)

Nicolas Burtey

Nicolas Burtey has been working in the 360 industry for over a decade. It starts as a freelance to develop virtual tour long before Google Street View and works for a number of renowned customers such as Publicis, Renault, the French government. In 2012, Nicolas Burtey founded VideoStitch, with the goal to bring next generation of 360 video software on the market. Nicolas Burtey holds a Master in Photography and a License in Computer Sciences

 

SIG1519: Let There Be (Photo-Real) Light: Next-Generation DAZ 3D & NVIDIA Iray

 

This session will cover the following: Integrating the different render modes (interactive/Photoreal), Impact on artist workflow, Simplified scene lighting (HDRI, Sun & Sky), MDL and Shader Mixer (build custom MDLs inside the app), Converting a Renderman centric content library to Iray, GPU rendering with CPU fallback, Canvases and Light Path Expressions and Cloud rendering with the VCA.

 
Vincent Brisebois (VP of Product Development, DAZ 3D)
Vincent Brisebois

Vincent Brisebois has designed technology solutions for 2D and 3D production in the visual effects, video game and design industries nearly 20 years. He is VP of Product Development at DAZ 3D, where he leads development of the DAZ Studio platform and industry business development. Vincent was previously Director of Visual Computing at Fusion-io. Working closely with entertainment software developers and production studios, he helped pioneer interactive 4K and 6K production pipelines and new ultra-fast storage workflows. Before joining Fusion-io, Vincent spent 11 years at Autodesk Media & Entertainment, where he was a key member of the stereoscopic advisory board.

 

SIG1520: Flexible Cluster Rendering with NVIDIA VCA

 

Learn how NVIDIA Visual Computing Appliances (VCA) are enabling a wide variety of rendering solutions to scale across hundreds of GPUs and stream their results back for interactive sessions of unprecedented performance. Commercial solutions employing Iray, VRay-RT, and OptiX will all be shown working with a remote cluster of VCAs. The mechanics of supporting the VCA from applications, managing clusters, and possibilities for streaming will also be explored.

 
Ankit Patel (Senior Product Manager, VCA, NVIDIA)

Ankit Patel

As a Senior Product Manager Ankit Patel is working to deliver a product that allows everyone to harness the power of GPUs to help them realize their dreams, whether through creative storytelling or building amazing machines.

 
2:00 - 2:30

SIG1521: Shadertoy: From the Web to Virtual Reality

 

In this talk the Shadertoy.com creators will cover how the website has changed and evolved over the years. Shadertoy started as a small community to create and share procedural shaders, growing to host more than 5000 creations, becoming overtime a playground where users can create sound with the GPU, do virtual reality or complex multi-pass effects. Join the Shadertoy team for a presentation full of live-coding, gpu generated music, procedural visuals, virtual reality and Shadertoy, lots of Shadertoy!

 
Inigo Quilez (Co-founder, Beautypi)
Inigo Quilez

Inigo Quilez is fascinated with the potential of using code and math to build visual beauty. After many years in the demoscene, Inigo worked in virtual reality and real-time rendering, and then in offline rendering at Pixar Animation Studios. Today he's employed at Oculus, inventing techniques, drawing and creating procedural imagery. On his spare time, he co-created Shadertoy.com and Beautypi.

Pol Jeremias (Co-founder, Beautypi)
Pol Jeremias

Pol Jeremias is passionate about technology and art. He uncovers the intersection with engineering and his imaginative mindset. Pol worked in multiple games for companies such as LucasArts or SoMa Play. Today, he helps create movies at Pixar Animation Studios. On his spare time, he co-created Shadertoy.com and Beautypi.

 

SIG1522: Real-Time Graphics Virtualization with Adobe, Autodesk and ESRI

 

An accurate physically based rendering is only as accurate as the material and light definitions in the scene. Learn about the libraries of materials and lights available, how to use scanned materials and how easy it is to move materials from one supported application to another.

 
Victoria Rege (Head of NVIDIA GRID Product Marketing, NVIDIA)
Victoria Rege
 

SIG1523: How V-Ray RT & GPU Rendering Accelerate the Architectural Design Process

 

Andrew Watkins from Ayers Saint Gross Architects and Planners will discuss their joint efforts with Chaos Group and NVIDIA to implement a GPU rendering pipeline to accelerate the architectural design process. Andrew's presentation covers how they redefined their workflow with V-Ray RT and NVIDIA GPU's to rapidly create renderings for design evaluation for a challenging project with a tight deadline – the complete redesign of the interior spaces of the New Interprofessional Health Education Building at the University of Pikeville in Kentucky. In three days the design team was able to complete a series of 30 final images that served to not only convey design intent to the project stakeholders, but revolutionized the design workflow. The designers were able to get immediate visual feedback on building material choices and iterate the design without waiting days or even hours for renderings to complete.

 
Andrew Watkins (Associate Principal, Ayers Saint Gross)
Andrew Watkins

Andrew Watkins is a registered architect and Project Manager at Ayers Saint Gross in Baltimore, MD. His experience includes more than 17 years in architecture, 11 years of Revit use on a large variety of projects, and developing the firm-wide BIM standards for the firm. His expertise in the BIM process has been utilized on projects ranging from small renovations to large research buildings at many large Universities across the country.

 
4:00 - 4:30

SIG1524: Accelerating Mountain Bike Development with Optimized Design Visualization

 

Santa Cruz Bicycles is an industry leading manufacturer of high-end, high-performance mountain bikes. Join Product Design Manager, Geoff Casey as he demonstrates his team's approach to creating bikes that are at the forefront of engineering. With color and graphic design such a critical aspect of bike design, the company leverages visual computing tools to gain an advantage in a highly competitive industry. Harnessing the power of the GPU in conjunction with Bunkspeed's 3D visualization software, Santa Cruz's design team rapidly realizes their vision in real time, making on the fly design decisions that cut both time and cost out of the product development lifecycle.

 
Geoff Casey (Product Design Manager, Santa Cruz Bicycles)

Bio coming soon.

 

SIG1525: Physically accurate, photorealistic visualization made easy using Iray+ for Autodesk 3ds Max

 

Take a tour around the new Iray+ for 3ds Max plugin and see how lightning fast interactive rendering can transform workflows. We will introduce you to Iray+ materials powered by MDL that allows editing based on real-world manufacturing concepts and demonstrate how you can adapt and edit materials directly within the 3ds Max Slate and Compact material editors. We will show the hardware-scalable nature of the plugin through the dual integrated render engines using local or remote GPU resources and how NVIDIA hardware can deliver final-frame quality interactively to Iray+ in 3ds Max. We show how the physically based nature of iray+ supports lighting analysis as well as visualization. George Matos of Blue Marble 3D will provide an industry context by talking about how the plug-in helps expedite real-world architectural visualization projects with tight deadlines whilst maintaining the high quality and accuracy their clients demand.

 
Dave Coldron (Product Designer, Lightwork Design)

Dave Coldron

David has overall responsibility for development of the Iray+ SDK and integration into 3rd party applications. With over 20 years' experience in developing integrated visualization across the CAD and EMA sectors David understands how to create applications that support the design workflow focusing on user experience.

George Matos (Principal, Blue Marble 3D)
George Matos

While serving as CTO of Chipman Design Architecture, George Matos drew upon his national recognition as a visualization specialist to propel the design firm toward innovative adaptations of evolving technology. In 2013, he initiated the firm's creation of its leading-edge digital arts division Blue Marble 3D. As its Principal, he directs Blue Marble 3D's innovative visualization applications to a stellar national clientele, re-defining the use of virtual reality and augmented reality in the practice of architecture as well as three-dimensional applications across a range of evolving industries.

 
5:20 – 5:50

SIG1526: Improving Animation Performance using GPU Acceleration in Maya 2016

 

Autodesk® Maya® 2016 software is full of new features, performance improvements, and artist-friendly tools that greatly enhance the entire Maya experience. In this presentation we will highlight many of the speed improvements made to Maya 2016 in areas such as Animation, Rigging and XGen. The presentation will have a heavy focus on getting the most out of Maya 2016's new parallel evaluation system, which helps increase the speed of both playback and manipulation of character rigs. This new multithreaded system is designed to distribute computation amongst existing cores and graphics processors in your computer. Daryl will also show you how you can target and understand bottlenecks in scenes and plugins to make sure you're getting the most out of the new supercharged animation performance in Maya 2016.

 
Daryl Obert (Technical Marketing Manager, Autodesk)
Daryl Obert

Daryl Obert is a 25-year CG veteran who started working for Alias in 1995 as an application engineer. As 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."

 

WEDNESDAY, AUGUST 12 | BOOTH #500

SIG1527: Delivering cutting edge automotive concepts at the speed of creativity at Nissan.

 

Crafting an awe-inspiring look at future automotive designs requires creating and imaging at the speed of thought. Don Sondys – Lead Visualization Designer at Nissan Design America shares his visualization workflow and imagery in the automotive design process. Let Nissan tantalize your futuristic senses with the help of NVIDIA GPU's and iray-based BUNKSPEED.

 
Don Sondys (Lead Visualization Designer, Nissan Design America)
Don Sondys

Don graduated with a BA of Industrial Design degree from Michigan State University (1982). He has a 24 year tenure as Digital Modeler and current Visualization Leader at Nissan Design America.

 
10:40 – 11:10

SIG1528 It's All About Conserving Energy – How Predictive Rendering Can Avoid Creating an Accidental Death Ray

 

This talk details how the Quadro Design Platform can be used to simulate the physics of lighting and how it affects designs. As an extreme example we look at the "Walkie Scorchie" building at 20 Fenchurch Street London where the building's unique shape created a death ray at street level. By using Predictive Rendering the impact of a design can be evaluated when it can still be easily modified, as opposed to later when changes are considerably more expensive and there may also be other unexpected consequences.

 
Ian Williams(Director of Applied Engineering, NVIDIA)
Ian Williams

Ian Williams is the Director of Applied Engineering team within NVIDIA's Advanced Rendering Center. The Applied Engineering team helps develop, implement and deploy key visualization technologies into professional workflows across multiple industries.

 

SIG1529: The Connected Future of Design Visualization

 

Autodesk is relied on heavily in the architecture space because of BIM software like Revit® and 3D content software like 3ds Max®, but what's next? Please join Rick Davis from Autodesk as he talks about how the use of entertainment software is elevating the future of architectural design through connection.

 
Rick Davis(Design Visualization Industry Manager, Autodesk)
Rick Davis

Rick has spent the last 10 years working in the gaming industry on the media, publisher, and studio sides of the business. Now tasked with bringing a real-time engine to the architecture world, he'll be talking about the future use of entertainment based technology in the AEC industry.

 

SIG1530: VMD: Interactive Publication-Quality Molecular Ray Tracing with OptiX

 

This talk will describe the adaptation of the popular molecular graphics program VMD to support batch and interactive ray tracing using NVIDIA OptiX, on computers ranging from laptops all the way up to large scale Cray XK7 supercomputers such as Blue Waters and Titan. We will describe how VMD leverages new APIs in OptiX 3.8.0 to enable molecular scientists to exploit the visualization power of remote VCA GPU clusters to generate publication-quality images interactively. We will outline the benefits of VMD-specific geometric primitives and memory layouts, and relate our experiences adapting the Tachyon CPU-based ray tracing engine used by VMD, to NVIDIA's OptiX GPU ray tracing framework. The session will present new performance data for workstation and supercomputer class visualizations, integration of OptiX into VMD, interactive ray tracing, many example movies and visualizations, and avenues for further improvement.

 
John Stone (Senior Research Programmer, University Illinois Urbana Campaign)
John Stone

John Stone is a Senior Research Programmer in the Theoretical and Computational Biophysics Group at the Beckman Institute for Advanced Science and Technology, and Associate Director of the NVIDIA CUDA Center of Excellence at the University of Illinois. Mr. Stone is the lead developer of VMD, a high performance molecular visualization tool used by researchers all over the world. His research interests include molecular visualization, GPU computing, parallel rendering, ray tracing, haptics, and virtual environments. Mr. Stone was awarded as an NVIDIA CUDA Fellow in 2010. Mr. Stone also provides consulting services for projects involving computer graphics, GPU computing, and high performance computing in general.

 

SIG1531: Dekko: A Framework for Real-Time Preview for VFX

 

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.

 
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. He later accepted a job to help set up the workflow at Attitude studios and then, with his sights set on moving overseas, Damien took on the role of Tools and Workflow Programmer at Climax in the UK. 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 working on movies including Pirates of the Caribbean: On Stranger Tides, the Harry Potter films and more recently Prometheus. 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.

 
1:20 - 1:50

SIG1532: Hydra: Pixar's Real-Time Render Engine for Feature Film Assets and Workflows

 

Feature film production assets present a difficult performance challenge for the real-time graphics pipeline, however by leveraging low driver overhead OpenGL APIs, NVIDIA OpenGL extensions, OpenSubdiv, and Universal Scene Description, the Hydra render engine achieves flexible, high fidelity, real-time performance with unmodified production assets. This talk covers architectural details, trade-offs, performance metrics, and the integration of OpenSubdiv and USD.

 
Jeremy Cowles (GPU Team Technical Lead, Pixar)
Jeremy Cowles

Jeremy Cowles is the GPU team lead in Pixar's software research and development group and co-designer of the Hydra render engine and Universal Scene Description. In his free time, he is an open source and computer graphics enthusiast and part-time demoscener.

 
2:00 - 2:30

SIG1533: GPU Acceleration in Pixar's Presto Animation System

 

This session will show how GPUs were used in Pixar's Presto animation system to give animators the feedback they need to make volcanos sing. Most of the talk will consist of live demos of Presto with the characters from Pixar's latest short film "Lava". It was a challenge on that film to show rock surfaces sliding against each other and to have transparent cutout effects to achieve a particular look around the mouth. We will show how multipass OpenGL drawing techniques and custom glsl shaders allowed animators to see these effects with lighting and shadows in real-time while they work.

 
Dirk Van Gelder (Engineering Lead, 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 team in the Pixar Studio Tools Department.

 

SIG1534: Debugging DirectX12 with Nsight Visual Studio Edition

 

The next generation of graphics APIs provide lean access to the power of the GPU. With that power comes the responsibility of managing much more of the GPU state, presenting pitfalls to the developer. Learn how Nsight Visual Studio Edition will give you the tools you need to solve these tough debugging and profiling problems.

 
Jeff Kiel (Manager, Graphics Tools, NVIDIA)

Jeff Kiel

After working on PC and console games at Interactive Magic and Sinister Games/Ubisoft, Jeff's responsibilities at NVIDIA have included development and oversight of graphics performance and debugging tools, including Nsight VSE and Tegra Graphics Debugger. Jeff has given presentations at GDC and SIGGRAPH, and contributed articles to graphics related publications. His passion for the art started in the G-Lab at the University of North Carolina at Chapel Hill where he received his BS in Mathematical Sciences.

 

SIG1535: Digital Pipelines for Product Design at Harley-Davidson

 

Harley-Davidson has been designing and manufacturing motorcycles for over 110 years. While the motorcycles designs remain true to the heritage, the process has evolved to incorporate many new tools into the conceptual design process to reduce the time required to develop new products, improve styling intent and to allow for greater conceptual exploration. By leveraging tools from Bunkspeed, Keyshot, Autodesk, Rhino and others, we have added flexibility to our process for delivering high quality designs earlier. This presentation will go thru some of the conceptual design workflows and show how Harley-Davidson uses visualization tools to bring it all together. Feedback on GPU vs CPU performance benchmarking done at Harley-Davidson and how these tools are leveraged will be provided.

 
Matthew Gueller (Senior Surface Designer, Harley-Davidson)
Matthew Gueller

Matthew has been working in the design field for over 17 years including 7 years at John Deere as a Senior Designer and over 10 years at Harley-Davidson Motor Company where he is currently employed. Matthew graduated with a Bachelor's Degree in Industrial Design from Milwaukee Institute of Art and Design. Much of his career has been focused on the growing use of digital tools in the design process and incorporating non-traditional tools into the digital pipeline.

4:00 - 4:30

SIG1536 Canvas: GPU Image Processing on Giant Surfaces

 

The next generation of graphics APIs provide lean access to the power of the GPU. With that power comes the responsibility of managing much more of the GPU state, presenting pitfalls to the developer. Learn how Nsight Visual Studio Edition will give you the tools you need to solve these tough debugging and profiling problems.

 
Thomas Soetens (Founder and Research Director, Immersive Design Studios)
Thomas Soetens

After working on PC and console games at Interactive Magic and Sinister Games/Ubisoft, Jeff's responsibilities at NVIDIA have included development and oversight of graphics performance and debugging tools, including Nsight VSE and Tegra Graphics Debugger. Jeff has given presentations at GDC and SIGGRAPH, and contributed articles to graphics related publications. His passion for the art started in the G-Lab at the University of North Carolina at Chapel Hill where he received his BS in Mathematical Sciences.

 

SIG1537: The Time Has Come: Powerful Profiling and Debugging Tools Arrive For Linux and OpenGL with NVIDIA's Linux Graphics Debugger

 

The next generation of graphics APIs provide lean access to the power of the GPU. With that power comes the responsibility of managing much more of the GPU state, presenting pitfalls to the developer. Learn how Nsight Visual Studio Edition will give you the tools you need to solve these tough debugging and profiling problems.

 
Jeff Kiel (Manager, Graphics Tools, NVIDIA)

Jeff Kiel

After working on PC and console games at Interactive Magic and Sinister Games/Ubisoft, Jeff's responsibilities at NVIDIA have included development and oversight of graphics performance and debugging tools, including Nsight VSE and Tegra Graphics Debugger. Jeff has given presentations at GDC and SIGGRAPH, and contributed articles to graphics related publications. His passion for the art started in the G-Lab at the University of North Carolina at Chapel Hill where he received his BS in Mathematical Sciences.

 

SIG1538: The Audi VR Experience: Development Challenges and How Virtual Reality Will Change the Sales Process

 

Audi, a pioneer in digital business and early adopter of VR technology for POS solutions, has developed a VR sales application with assistance from NVIDIA and other partners. Marcus and Thomas, both responsible for new sales technologies at Audi, will provide an overview of digital sales tools and discuss key learnings from developing the first full VR car configurator — The Audi VR Experience. Plus, they'll provide a glimpse of how VR can revolutionize the sales process of the future.

 
Marcus Kuehne (Digital Retail, Audi AG)

Marcus Kuehne

For a tech and VR enthusiast like Marcus, it's a fulfilled dream to realize one of the first and most complex VR sales applications. Marcus studied Interface design and started his career at Audi in product marketing. Following a change to the electronically development, he was responsible for the development of the MMI touch and is now in charge of the introduction of new groundbreaking digital sales technologies at Audi dealerships worldwide.

Thomas Zuchtriegel (Digital Retail, Audi AG)

Thomas Zuchtriegel

Thomas is specialized in leading cross-functional teams to create amazing experiences using disruptive technology, e.g. the world's first digital showroom Audi City, a ground breaking digital retail experience. He studied Digital Film Making at the Middlesex University in London and worked as a creative/technical/managing consultant for many Automotive OEMs.

 

THURSDAY, AUGUST 13 | BOOTH #500

10:00 - 10:30

SIG1539: Next-Generation Creative Visualization - How Saatchi Leverages NVIDIA Technology to Visualize Products and Ideas

 

While CAD real-time visualization solutions and 3D content creation software have been available for decades, there were practical workflow barriers that inhibit efficient integration into an Agency's creative and production process. Using the latest in GPU technology from NVIDIA, Saatchi and Saatchi LA is pioneering the breaking of these barriers. 3D artists work with creative directors to rapidly visualize ideas and visuals for their client's products. Clients have early visibility and input into the work before final renders are complete. Real-time visualization is integrated into the production workflow seamlessly, making rapid visualization both inspiring and cost-saving. This talk will provide a top-level overview of how Saatchi is leveraging NVIDIA GPU technologies including the NVIDIA VCA to create powerful virtual creative collaborations.

 
Michael Wilken (Director of 3D, Saatchi and Saatchi Los Angeles)
Michael Wilken

Michael Wilken leads Saatchi and Saatchi LA's growing 3D capabilities. He built powerful agency 3D capability from a single role to a (30+) team serving some of the world's largest brands. His team has successfully realized an industry-leading integration of 3D production ability with creative collaboration within an advertising agency.

 
10:40 - 11:10

SIG1540: Creating History with Architectural Visualization: A Crowdsourced Reconstruction of Sir John Soane's Bank of England

 

Sir John's Soane's Bank of England (built from 1788 to 1833) was destroyed in the 1920s to make way for renovations, in what is considered by some architectural historians to be the greatest modern architectural travesty. Today, Soane's Bank of England is revered by architects worldwide for its spectacular use of natural lighting and mesmerizing effects of scale, and inspires the neoclassical architectural approach of Robert A.M. Stern Architects (RSA). HP, NVIDIA, and Autodesk have joined forces with CG Architect, RSA, CASE, and the Sir John Soane Museum to engage the world's architects to help recreate Soane's Bank of England, in the first BIM crowdsourcing and visualization project of its kind. Jeff Mottle, CEO at CGarchitect, will discuss the technical challenges facing this project, and how technologies from HP, NVIDIA, and Autodesk are enabling creative solutions. Please join Jeff to learn more about The Soane Project, and how you can participate.

 
Jeff Mottle (CEO, CGarchitect)
Jeff Mottle

Jeff Mottle is the Founder of CGarchitect Digital Media Corporation, the leading online magazine and user community for architectural visualization professionals. He also co-founded the CGschool, the only school to cater exclusively to architectural visualization professionals. He is immersed in many areas of the industry and actively pursues initiatives that help promote the growth of the field, including CGarchitect's yearly Architectural Visualization competition and 3D Awards.

Peter de Lappe (ARC Product Manager, NVIDIA)
Peter de Lappe

Peter de Lappe has been heavily involved with physically-based renderers since the late 1980's. His current focus is as a Product Manager at NVIDIA ARC is Iray and the development of Iray plugins for leading 3D content creators. He is also involved with other Nvidia development engines such as OptiX which has applications in GPU based rendering acceleration, including Iray. Peter got his start in architecture before moving into the CG development and production world. He is a veteran Character Animator and Animation Director as well as being a CG lighting and rendering TD. He has worked on a number of Academy Award nominated and Award winning films. He has a long list film, television and game credits.

Scott DeWoody (Associate Director of Visualization, Gensler)
Scott DeWoody

Scott DeWoody is the Director of Visualization in Gensler's Houston office. He graduated from The Art Institute of Houston in December of 2007. Scott has a passion for architectural visualization, he is also interested in digital painting, concept art, character creation, photography, and cinematography. Scott's specialty is Lighting and Rendering inside of 3D Studio Max with V-Ray.

 
12:00 - 12:30

SIG1542: Debugging and Profiling OpenGL Applications with NVIDIA's Linux Graphics Debugger!

 

You asked for it, now it is here… a full-featured graphics debugging tool on Linux! Stop by and learn how to use NVIDIA's Linux Graphics Debugger to debug and profile your OpenGL applications.

 

Matt Campbell (Programmer, Graphics Tools, NVIDIA)

Matt Campbell

Matt has worked in various industries from military simulations to games. He is now working with the graphics tools team at NVIDIA where he develops frame debugging and profiling tools for Android and Linux. He is passionate about graphics and is very excited to be working at a company on the cutting edge of visual computing technology.

 

SIG1543: Digital Pipelines for Product Design at Harley-Davidson

 

Harley-Davidson has been designing and manufacturing motorcycles for over 110 years. While the motorcycles designs remain true to the heritage, the process has evolved to incorporate many new tools into the conceptual design process to reduce the time required to develop new products, improve styling intent and to allow for greater conceptual exploration. By leveraging tools from Bunkspeed, Keyshot, Autodesk, Rhino and others, we have added flexibility to our process for delivering high quality designs earlier. This presentation will go thru some of the conceptual design workflows and show how Harley-Davidson uses visualization tools to bring it all together. Feedback on GPU vs CPU performance benchmarking done at Harley-Davidson and how these tools are leveraged will be provided.

 

Matthew Gueller (Senior Surface Designer, Harley-Davidson)

Matthew Gueller

Matthew has been working in the design field for over 17 years including 7 years at John Deere as a Senior Designer and over 10 years at Harley-Davidson Motor Company where he is currently employed. Matthew graduated with a Bachelor's Degree in Industrial Design from Milwaukee Institute of Art and Design. Much of his career has been focused on the growing use of digital tools in the design process and incorporating non-traditional tools into the digital pipeline.

 
1:20 - 1:50

SIG1544: PBR in Production Rendering: The Iray Integration within Maya

 

See how Iray is seamlessly integrated within Autodesk's Maya and how convincing imagery and video production is done. Learn about the unique feature set of Iray that make modern CGI workflows possible. Looking at customer examples and real projects you get the first impression on the upcoming Iray For Maya plugin that takes full advantage of NVIDIA's GPU accelerated rendering engine.

 
Alex Fuchs (Senior Product Manager Software, NVIDIA)
Alex Fuchs

Alex Fuchs started his career in the 3D business at Control Data back in 1993, where he was working as Solution Architect for their CAD system called ICEM DDN. Later he moved to Marketing and was responsible for the take to market activities for ICEM Surf. In 1995 he moved to Alias where he worked with different Alias products, first with Alias Studio/Power Animator, later Maya and provided feedback to the development team based on his work with customers and several projects, mainly in the automotive area. With the acquisition of Alias|wavefront by Autodesk he took over the product management for the new real-time visualization System called Showcase where he had been part of the core team when it was started at Alias|wavefront. With his move to NVIDIA/mental images he first looked at RealityServer but became soon Product Manager for the upcoming rendering Technology called Iray.

 
2:00 - 2:30

SIG1545: Flexible Cluster Rendering with NVIDIA VCA

 

Learn how NVIDIA Visual Computing Appliances (VCA) are enabling a wide variety of rendering solutions to scale across hundreds of GPUs and stream their results back for interactive sessions of unprecedented performance. Commercial solutions employing Iray, VRay-RT, and OptiX will all be shown working with a remote cluster of VCAs. The mechanics of supporting the VCA from applications, managing clusters, and possibilities for streaming will also be explored.

 
Peter De Lappe (Peter de Lappe, ARC Product Manager, NVIDIA)

Peter De Lappe

a. Peter de Lappe has been heavily involved with physically-based renderers since the late 1980's. His current focus is as a Product Manager at NVIDIA ARC is Iray and the development of Iray plugins for leading 3D content creators. He is also involved with other Nvidia development engines such as OptiX which has applications in GPU based rendering acceleration, including Iray. Peter got his start in architecture before moving into the CG development and production world. He is a veteran Character Animator and Animation Director as well as being a CG lighting and rendering TD. He has worked on a number of Academy Award nominated and Award winning films. He has a long list film, television and game credits.

Ankit Patel (Senior Product Manager, VCA, NVIDIA)
Ankit Patel

As a Senior Product Manager Ankit Patel is working to deliver a product that allows everyone to harness the power of GPUs to help them realize their dreams, whether through creative storytelling or building amazing machines.

 

BOOTH INFORMATION

Presented by

FOLLOW US