EUE 2016 talks

JASPER BREKELEMANS - BREKEL- THE NETHERLANDS
TALK: LET'S TALK VR/AR/MR

"In this presentation we'll explore Virtual Reality, Augmented Reality and Mixed Reality.
Learn the differences between these 'realities', which devices are available now and in the near future and a thing or two about interaction models and user experiences.
We'll conclude with some visions about how VR & MR will merge and where things could be heading in the future."

|Into VR/AR/MR|

MARTIN ENTHED - IKEA - SWEDEN
TALK: IKEA : EXPLORING VR

"In this session Martin will talk about how IKEA Communications AB, Sweden, is exploring the possibilities with Virtual Reality and real time graphics – a journey that started in 2010.
The start of ICOMs venture into VR consists of the work within 3D done since 2005. Creating and using a digital library of products/ assets from CAD models, drawings and prototypes IKEA Communications then took the step into a VR Kitchen app published on Steam in April 5th.

Martin will also cover custom-tools developed to speed up processes. At times these tools were customized within IKEA Communications, sometimes in close co-operation with external partners. Finally, Martin will highlight various problems that still require a solution"

|Into VR|

VLADIMIR "VLADO" KOYLAZOV - CHAOS GROUP - BULRGARIA
TALK: V-RAY, NOW AND THE FUTURE!

“Vlado will talk about the latest in V-Ray and share the plans for future developments. He will give a behind the scenes look at one of the more interesting recent customer projects - the making of Deadpool, with VFX by Blur, Digital Domain, and Atomic Fiction, rendered in almost every flavor of V-Ray – V-Ray for 3ds Max, Maya, and KATANA. Plus, he'll give a sneak peak at what's coming in V-Ray 4.”

 

|into product|

SEBASTIAN & JAN - CD PROJEKT RED - POLAND
TALK: ANIMATION VS PRODUCTION IN WITCHER 3: WILD HUNT

"Based on animation samples from Witcher 3: Wild Hunt, Lead Animator (Sebastian Kalemba) and Animation Producer (Jan Strzyżewski) will talk about differences in animation workflows in gameplay, cutscenes and dialogs.

They will talk about confronting art vs production deadlines and how they managed keeping same quality and style."

 

|making of|

KAMIL & MICHAL - CD PROJEKT RED - POLAND
TALK: DIGITALLY SHOOTING THE WITCHER 3: WILD HUNT 

"Using fragments from the latest installment of The Witcher franchise, The Witcher 3: Wild Hunt, studio representatives will elaborate on creating a holistic image of the game out of gameplay segments, cutscenes and promotional materials, incorporating the same techniques used in the movie industry to do so.  

The creators will also touch upon the challenge of using the same image creation pipeline as in cinematography, including digital intermediate and color grading, in a real-time rendered video game with dynamic weather conditions and a day/night cycle."  

|making of|

JOB, JORIS & MARIEKE - JOB, JORIS & MARIEKE- THE NETHERLANDS
TALK: ABOUT A BLOODY TOE, WATERLOO BY ABBA AND AN IMAGINARY DUCK

"Animation studio Job, Joris & Marieke will show their work and explain what a bloody toe, Waterloo by ABBA and an imaginary duck have to do with their films."

 

|making of|

ALF LOVVOLD - GIMPVILLE & ALF'S PRIVATE WEBSITE - NORWAY
TALK: DAWN OF THE PLANET OF THE ZOMBIES AND THE GIANT KILLER PLANTS ON SOME SERIOUS ACID

" How a nerdy, late night one-man testproject ended up as a viral hit and spawned interest in Hollywood.

A rundown on how to complete an ambitious project being a one-man-band and keeping momentum - without wanting to jump from a nearby bridge. "

|making of|

IVO DUARTE - THE INNER SEA - PORTUGAL
TALK: FROM AAA TO INDIE, WHAT A RIDE !

"How I ended up dropping a well paid AAA coder gig to have a go at my own project.

I'll be addressing the challenges of going indie while trying to build a good looking and interesting PC game without using any third party tech."

 

|making off|

SIMON HOLMEDAL - MAN VS MACHINE - UK
TALK: DIFFERENT ASPECTS OF PRODUCTION.

"In my talk I will be covering a lot of different aspects of the production on various projects I have been involved in, from design to r&d and production and how Houdini has helped me create scalable systems that has evolved from being random tests and rnd to more production ready tools that has proven them self useful over and over across multiple different projects. We will dive deeper under the hood and to see how some of these systems where developed and why.

We will also talk about my philosophies when it comes to the design process."

|making of, workflow|

JEFF WAGNER - SIDEFX - CANADA
TALK: PIPELINE WORKFLOWS

"Houdini has been used on countless feature films to deliver critical FX work in challenging pipeline environments with little to no support from internal development teams.

This talk will focus on how Houdini and Engine are used within existing studio pipelines. We’ll have a look at getting data in to Houdini and how to manage the data with up-stream changes in play. Many times Houdini artists will start work before assets are available using procedural workflows to build reusable Houdini Digital Assets and networks. Exporting elements for further use later in the pipeline using both Houdini and Engine will also be explored"

|Into Product|

JEFF WAGNER - SIDEFX - CANADA
TALK: DYNAMICS ARCHITECTURE

Houdini’s simulation tools have been used on countless FX work on many feature films over the past 20 years. With the introduction of the simulation framework in Houdini several year ago, many solvers have been added to the environment.

We will explore the architecture of the Dynamics simulation framework in Houdini. How to craft solvers from the shelf tools, from scratch and how to build actual solvers out of micro-solvers to take complete control of FLIP, Grains and Pyro using many of Houdini’s UI panes including the Geometry Spreadsheet and Viewport visualizers.

|Into Product|

JAKOB SARETZ - CONGAZ & DAVID BAKER - ANIMATION DESIGN- GERMANY
TALK: DOING A BIG SHOW, AND I MEAN VERY, VERY, VERY BIG!!

"A show with a projected area of more than 4,000 m², 157 projectors, almost 40 minutes of content at 50 FPS, an output resolution of 17500 x 10000, 27 show vehicles, 2 industrial robots, and much more isn’t something you do every day, or even every year.

This talk will give you an insight into the production workflow, covering both the technical and the creative processes as well as the general problems that crop up when dealing with a project of this size."

|making of|

JURAJ TALCIK - TALCIK & DEMOVICOVA- SLOVAKIA
TALK: HOW TO BECOME A FULL SCALE PARTNER OF YOUR CLIENT.

Our speech will focus on our key skill of merging CGI and Design knowledge to become full-scale partner to our clients in both production and communication. We often advice and provide design service alongside producing of imagery which requires building mutually trusting relationship that gives us more freedom and timeframes than I believe is industry standard. We’ll show that hands-on by showing all important aspects in our production from finding the best light to creating pleasing image that works for its audience instead of merely impressing our colleagues. 

|design viz|

ADAM HOTOVY - RENDER LEGION- CZECH REPUBLIC
TALK: CORONA RENDERER: DEVELOPMENT PLANS AND THE FUTURE.

 

"Adam will be talking about development plans and future of the Corona Renderer.

His talk will include topics related to 3ds max & Cinema 4D plugins, VR, community, warez and a summary of the first year in business with the commercial version of Corona Renderer."

 

 

|into product|

NIKOS NIKOLOPOULOS - CREATIVE LIGHTING - GREECE
TALK: CREATIVE LIGHTING PHILOSOPHY | CHASING BEAUTY

Nikos spends his life chasing beauty. Here he shares how the greats of Cinematography have inspired the Creative Lighting concept, and how he brought cinematic lighting techniques into an entirely different world – the virtual world.

And he’s going to invite you to the coolest new members club in town; Creative Lighting Club

|Inspiration, Photography|

EDDIE PERLBERG & Kelcey Simpson - AUTODESK - USA
TALK: A PEEK BEHIND THE CURTAIN: THE MAKING OF 3DS MAX

 

"In this session, Eddie Perlberg and Kelcey Simpson will take a look at the numerous factors and considerations that go into setting the priorities of creating 3ds Max and how we fit into the Autodesk ecosystem.  In this open and no holds barred discussion, we will not only discuss the process, but see some of the results. We’ll also take a look at some of the features and benefits that are under consideration and you’ll be able to give your input."

 

 

|into product|

NEIL HAZZARD & STEFANO JANNUZZO - AUTODESK
talk: THE FUTURE OF RENDERING IN 3DSMAX

"Want to know what the future holds?  Then come and join us to find out about cool new technologies and user experiences. ."

 

 

|Into Product|

ZAP ANDERSSON & DANIEL LEVESQUE - AUTODESK 
Talk: WHATS NEW FOR RENDERING IN 3DS MAX 2017

"Join Zap and Daniel on a discovery of the new rendering features and enhancements that were released in 2017.  From the new ART Rendering engine to the new Physical Material they will highlight the power and flexibility they bring.  Exploring new enhancements to lighting and exposure control and hints to the future directions where these tools will take you."

 

|Into Product|

JEAN-PIERRE VAN GASTEL - DATECH - THE NETHERLANDS
TALK: 3DS MAX FOR DESIGN ANIMATIOn

"During this session we will outline the key 3ds Max visualisation workflows. You learn how to use the ART Renderer, the new Physical Material, the Sun / Sky positioner and how manager all your assets.

We will show you ready to use MCG tools to get a visualisation user up & running quickly and create compelling visualisations and simulation animations that can help tell stories and win bids."

|into product|

ALEX HORST - AUTODESK - GERMANY
TALK: HOW TO USE STINGRAY REAL-TIME ENGINE

Learn how to use Autodesk’s latest real-time engine Stingray to create 3D games, real-time design visualizations, and stunning virtual reality experiences. Alex is going to walk you through the mind-set of the data-driven engine and showcase workflows that allow for fast prototyping, HTC Vive and Oculus setup as well as direct interop between 3ds Max and Stingray.

|Into product|

ALEX HORST - AUTODESK - GERMANY
TALK: GEMS AND WORKFLOWS OF 3DS MAX 2017

This is a mash-up of hidden gems, new workflows and possibilities in 3ds Max 2017. Based on real-world projects we will dive into different parts of 3ds Max in order to make your 3d experience more productive, intuitive and overall more enjoyable (yeah!).


|Into product|

SOLOMON ROGERS - REWIND - UK
TALK: THE RISE OF THE VRX INDUSTRY

“VRX” is a term we are using at REWIND to describe an entire new eco system. Just as with VFX where we have various skilled professionals working in complex and interlocking pipelines of software and hardware for creating amazing content, so the 'VRX' industry is only just forming around the VR industry. 

It has taken the film (VFX) industry 120 years to find its feet, and specifically the digital VFX industry the last 35, VR has only be around in its current form for the past two years. We must learn from its older brother to fix the gaps, not make the same mistakes, and jump start our new industry together. 

The talk will discuss what is needed for VRX to succeed from the hardware and software to the talent and education. 

|Into VR|

JOHN REDFERN - REDFERN ANIMATION - SCOTLAND
TALK: ANIMATING TIME – THE MOVIE

In my presentation at EUE 2014, I showed examples of animation and filming created to explain how clocks, watches and complex mechanisms work. This year, I am going to continue the theme, revisit some of those projects - and some new ones -  and delve a little deeper to show more of the techniques used, and what problems I had to overcome. 

I will also talk about the making of my new promo film Animating Time and explore some of the issues of motion-control and rotoscoping involved.  

|making of|

TED BOARDMAN - USA
TALK: THINGS YOU CAN USE ON MONDAY

Much of the workflow of a typical 3D artist consists of many small processes performed regularly because they are comfortable and routine.  By being introduced to different approaches to problem solving it is possible to streamline that production by adjusting those small processes that you use “just because that’s how you have always done it”. In this session you will learn new tools or refresh your memory about 3ds Max topics that can speed your productivity as soon as you get back to the office. Some of the things covered will have been in 3ds Max for many releases and some will be new to 3ds Max 2017. Each method in itself is just a small item, but when adopted into your day-to-day routines can mean getting more work done more efficiently

|Into products|

CIRO SANNINO - LEARNVRAY - ITALY
TALK: SCULPTING WITH THE LIGHT

"In this speech I'll talk about the process to build a scene, using the light as a sculptor use hammer and chisel. As Robert Mapplethorpe says, photography is a very quick way to see, to make sculpture! As visualization artists, we should know much more about photography—specifically, composition, lighting, and color theory. A better understanding of this fundamental abstraction layer will facilitate a better understanding of the technical side of visualization. There’s a great deal to learn about lighting before realizing the promise of a compelling photograph—recreating the illusion of the tridimensionality. After all, even if it sounds absurd, the final render is many things, but it is not 3D."

|Photography, Inspiration|

DMITRY KOZLOV - TAKAHIRO HARADA - AMD - GERMANY/USA
TALK: FIRERENDER EFFICIENT GPU PHYSICALLY BASED RENDERER

 

"We will present our FireRender renderer inside 3ds Max using the GPU and physically based and show to use it and what makes it so efficient. In regards to Material system, special effects, caustic quality, and more.

We will continue with an open discussion about Physically based rendering with material systems and workflows inside 3DSMax and our renderer."

 

 

|into product|

HUGO GUERRA - HUGO GUERRA - UK/PORTUGAL
TALK: HOMEFRONT THE REVOLUTION, THE OPENING CINEMATICS

Working closely with Deep Silver and Dambusters we, at Fire Without Smoke, developed the opening cinematic for Homefront The Revolution. Co-Director and Visual Effects Supervisor Hugo Guerra will showcase how we filmed this epic project using a Red Dragon on location in Sweden at Stiller Studios in their absolutely huge motion control studio we combined live action plates with matte paintings and 3D. A mammoth piece of work with a vast amounts of finely detailed compositing all created at 2.5k and above. During 8 months we worked with a team of 6 senior artists using the power of the Cloud to deliver this huge 2 min long film. CG work was done using Maya and GPU based render engine Redshift, 2D and compositing was done in Nuke and Photoshop and the huge talk of conforming and editorial handled in Nuke Studio.

|Making of|

HUGO GUERRA - HUGO GUERRA - UK/PORTUGAL
TALK: BBC, FOR THE LOVE OF MUSIC

"The BBC, working with Karmarama and Redbee Media, has brought together some of the world's most revered artists to officially launch BBC Music, creating a truly spectacular 'Impossible Orchestra' for their pan-channel broadcast of 'God Only Knows,' an extraordinary re-working of The Beach Boys' classic song. The promotional film, directed by Francois Rousselet from Riff Raff, was created in collaboration with The Mill to celebrate the launch of the BBC's renewed commitment to music, which includes an ambitious wave of new programmes, innovative partnerships and ground breaking music initiatives. Twenty-seven musical stars were filmed on a green screen, before The Mill's 2D team seamlessly brought them together to appear in the majestic Alexandra Palace. The orchestra was then enhanced with a host of effects created in 2D and 3D including a crystal particle system surrounding Stevie Wonder, Lorde's CG wings, a kaleidoscope of butterflies sitting on Elton John, Kylie Minogue's CG bubbles and an exotic jungle backdrop surrounding the original Beach Boy Brian Wilson."

|Making of|

KNUT RAMSTAD - NORDIC OFFICE OF ARCHITECTURE - NORWAY
TALK: Putting VISUALIZATION IN A CENTRAL ROLE

This talk will emphasize on the workflows and artistic and technical challenges when 3D modelling and visualization is allowed to play the central role in larger architectural projects. The talk will focus on the interaction between the design- and engineering teams and the team of 3D architects, presenting how this collaboration can function in large, complex, fast evolving and constantly changing projects.

Many of the cases covered will be related to larger airport designs (among these the new Oslo Airport Terminal 2, scheduled to open in a year), illustrated with stills, animations and stereoscopic VR produced to assist in the creation of beautiful and well-functioning buildings.


|Making of, workflow|

RUNE SPAANS - RUNE'S WEBSITE - NORWAY
TALK: EDDY TABLE

After four years of production, my first short film is ready to meet the world. The audience at EUE will get an exclusive first look at the completed film, as well as an in depth dissection on how the unique look was created.

You will get a detailed look at the tools we developed, some very cool shaders, and how we made wet bouncing brains, squirming parasites and jiggling flesh! 

|making of|

MICHAEL MCCARTHY - EPHERE - USA
TALK: FEATHERS ALL AROUND.

In this presentation Michael will explore the new workflow and tools for creating, texturing and simulating feathers with Ornartix. 

Learn to create, style, and groom feathers for realistic and iconic characters. We will utilize distribution and texturing methods to get the perfect look.  Simulation of hair and feathers can be challenging. We will explore options for simulation including using Lucid Physics that can work in multiple pipelines.

|into product|

BOYO FREDERIX & TOM SCHUIJT - POSTOFFICE - THE NETHERLANDS
TALK: VFX IN COMMERCIALS: CG COWS AND BEES

 

"In this talk Boyo and Tom will discuss their VFX pipeline for creating commercials featuring CG characters. They'll talk about the whole process from client briefing till delivery
of the final commercial. Showing examples of concepting, modeling, shading, fur, cloth sim, mocap and rendering." 

 

 

 

 

|making of|

SVEND ERIC PANJER - DELTA LIGHT- THE NETHERLANDS
TALK: LIGHTING DESIGN FOR THE REAL AND VIRTUAL WORLD

Svend Eric Panjer takes you on a journey along the typical characteristics of light and lighting design philosophies.  How did “lighting design” arise and what can it do to architecture and for the well being of men.  What sort kind of visualization is the lighting industry using and how could or should this evolve. Further on we will explore the future of lighting and how virtual reality and “the" reality with lighting are combined. 

|lighting|