Finding mistakes before you manufacture is the most important part of any production whether it’s a film, TV show, or a new product. Being able to simulate the final product, fix problems, and iterate quickly saves time and money and makes for a better product at the end. The better the intermedia content is during production, the better idea everyone has of their finished result. Thanks to software and hardware advances, we’re seeing the arrival of fast ray tracing, and even real-time rendering.
This panel of technologists and artists will discuss how is production changing as a result.
Moderated by: Kathleen Maher, Jon Peddie Research
Hugo is an award-winning Director, VFX Supervisor and former Head of Nuke Compositing at the Mill London. Originally from Portugal, he has collaborated with studios like Animech, BBC, Nexus, JellyFish, The Mill, Fire Without Smoke and Sony Studios. During his 20 year career, he has worked with clients like Audi, Adidas, Nike, IKEA, Panasonic, Discovery Channel, Sony, Activision, Ubisoft, to name a few.
Since 2014, Hugo has been working with Fire Without Smoke as a Director and VFX Sup in-game cinematics for many games like Just Cause 3, Until Dawn, Homefront The Revolution, EVE Valkyrie, The Crew, The Division, Walking Dead March to War, Mario + Rabbids Kingdom Battle, Assasins Creed, Warhammer Vermintide 2, FarCry New Dawn to name a few.
Hugo is also a member of the Visual Effects Society and part of the advisory board for both the NFTS and the Norwich Art School. He’s been very active as teacher and lecturer of Visual Effects, making many keynotes all over the world for BenQ, Foundry, and Ftrack. Hugo also runs the YouTube channel Hugo’s Desk where he makes free tutorials and videos about VFX, gaming, and tech.
Jim Jeffers leads Intel's Advanced Rendering and Visualization Team developing open source rendering libraries used for generating animated movies, special effects, automobile design and scientific visualization working with companies like Disney and DreamWorks plus scientists like Stephen Hawking. Jim joined Intel in 2008 participating in the development of manycore parallel computing and the Intel® Xeon Phi™ product family, including co-authoring 4 Books on manycore parallel programming. Jim's experience includes software design and technical leadership in high performance computing, graphics, digital television, and data communications. Jim is a founding board member of the Academy [AMPAS] Software Foundation. Jim's notable work prior to Intel includes development for the Tech Emmy winning virtual 'First Down Line' technology seen on live American football TV broadcasts.
In 2007, Emily, along with Daniel Gies, founded e→d films , an indie animation studio and digital tools maker based in Montreal. Emily develops and produces multi platform projects, pitches at markets, works closely with artists and clients, and participates on juries and panels internationally. Currently, she sits on the board of L’Alliance Québec Animation (L’AQA) and the advisory board of MIM: Montréal in Motion.
e→d films is a Montreal-based, animation studio and digital tools maker. Since 2007, we have created award-winning films with a handcrafted feel.
Our animated productions have been acquired by the Smithsonian Institute, been honoured with a Webby Award for Best Animation (2011), a Webby nomination (2012), and a Cinema Eye Honours nomination for Best Animation (2018). The work has garnered 34 awards while screening as Official Selections at GLAS, Annecy, SXSW, Sundance, and over 150 other festivals around the globe.
Since 2015, with support from the National Research Council of Canada and the Canada Media Fund, we have focused on pipeline research and development to enhance tools for cinematic animation production and related storytelling experiences. In 2018, we released "Scene Track: Game Media Exporter" and have been experimenting with animation and game engine workflows in our own productions ever since. Our "PSD to 3D" plugin just finished beta tests with the National Film Board of Canada's XP Lab.
Mauro van de Vlasakker is a 3D graphics developer and researcher. He finished his MSc at the University of Utrecht in 2013 and has experience in the fields of GPU Compute, 3D Computer graphics and Software Engineering.
He started at Maxon Computer in 2014 as a Software Developer specialized in Rendering working on its flagship product Cinema 4D, where he worked on several rendering related projects over the years.
MAXON Computer GmbH is a developer for 3D graphics software, offering professional 3D modeling, painting, animation, and rendering solutions.
MAXON's product line is centered around its core applications Cinema 4D, a leading animation package for media production, and BodyPaint 3D, its pioneering 3D painting package. These award-winning applications are renowned for their ease of use, quick workflow, fast rendering and unmatched integration into leading compositing applications, such as Adobe After Effects and Apple Final Cut Pro. Additional exchange options for leading VFX tools enable artists to integrate Cinema 4D into almost every existing production scenario and benefit from its powerful tool set.
Cinema 4D and BodyPaint 3D have been used extensively in the advertising, film, television, science, architecture, design and other industries.
MAXON Computer was founded in 1986, and has offices in Germany, USA, United Kingdom, Canada, France and Japan. MAXON products are sold in over 70 countries worldwide.
Kathleen Maher is an experienced analyst tracking content creation and design software. Maher is the Editor-in-Chief of JPR's TechWatch Report, one of the most respected insider reports published today. She is the author of several well received reports including the 3D Modeling and Animation Report, The CAD Report, and also reports on video animation, print, and audio software. She the Editor in Chief of GraphicSpeak, a website covering graphics hardware and Software.