SIGGRAPH 2019 is officially a wrap! Thank you for joining us.
Tuesday July 30 – Wednesday July 31
Room 404A & 404B
Two days of technical deep dives into the future of technology at Autodesk, hosted by our product teams and featuring studios that are helping shape the products and workflows of tomorrow.
Registration is strongly advised in order to attend a session. Priority will be given to those who have registered on a first-come, first-served basis.
Come by our booth to speak with the Autodesk team and get live walkthroughs of our tools and workflows or sit in on a Vision Series session in room 404A & B.
Get your work reviewed by industry experts upon visiting our booth.
Join Shotgun at SIGGRAPH 2019. Learn how Shotgun streamlines workflows for the world's best creative studios. Participate in one of our workshops on Monday, July 29. Whether you're an artist, lead, producer or developer – new to Shotgun or an old hand – we have something for you, including sessions, chats and activities.
Monday, July 29, 9 AM – 4:50 PM
LACC Room 409A
Tuesday, July 30, 2019
5:30 PM
Autodesk Booth #1211
The Pipeline Awards honor outstanding tools and individuals that make pipelines more manageable for studios of all sizes. Meet us at the Autodesk Booth (#1211) at the convention center to congratulate this year's winners!
Alyson Moses
Media & Entertainment
Email: [email protected]
Unlock the power of design data so you can connect teams, workflows, and build new services for your connected customer. Learn about the new 3ds Max Design Automation service, and how to build automated cloud-based workflows using the same customization routines from your desktop environment.
Kevin Vandecar is an Autodesk Forge developer advocate and the manager for the Media & Entertainment and Manufacturing Autodesk Developer Network Workgroups. His specialty is 3ds Max software customization and programming, including the new Forge Design Automation for 3ds Max service.
Join Senior Bifrost Product Manager, Marcus Nordenstam and special guests to see a portable visual programming framework running in Maya. Learn how to use the framework for creating modular FX setups, and see how it applies to geometry, instancing, deformation and other applications.
Marcus Nordenstam is the product manager for Bifrost in Maya at Autodesk. Prior to venturing into the software world, he worked at studios including Double Negative, Activision, Sony Pictures Imageworks, and ILM.
Todd Akita is an FX Supervisor and a lead member of the The Mill’s 3D team. Based out of The Mill’s New York studio, Todd manages a team of specialists who focus on simulation related effects such as smoke, fire and water. Todd’s vast experience in the FX field ensures he always delivers the highest quality work, helping bring creatives and director’s visions to life. Todd’s expertise have led him to collaborate with big name brands such as Coca-Cola, Adidas and Mercedes among others. His recent creative highlights include Gillette ‘Bond Moments’, Schick ‘Hydro Robot’ and PlayStation ‘The King’. As a member of the highly regarded VFX industry bodies ACM Siggraph and the Visual Effects Society, Todd is often looked to a source of learning and advice within the VFX industry.
Arnold 5.3 launched the open beta for Arnold GPU, showcasing the potential of rendering workflows combining GPU and CPU. We’ll share the progress we’ve made on Arnold GPU based on beta feedback and share real world production examples of the impact of Arnold GPU.
Frederic Servant is based in London and leads the diverse team of experts that develop and support the Arnold renderer. He was previously the main developer of the Arnold integration in Houdini. Prior to working on Arnold, Frederic worked as an R&D Engineer at The Mill in London and La Maison in Paris.
Artificial Intelligence creates as much excitement and enthusiasm as it raises questions. From specialized image segmentation to AI-powered UV creation, and natural language art directing, see where Autodesk stands with AI-fueled entertainment creation today and our vision for the future
Will is the Autodesk Flame Family product line manager, serving as interface between customers’ needs and the software development team in Montreal, recently architecting the latest Flame releases – including tools such as 3d Selective - AI Depth and Normal extraction, Flame’s Image node and Effects environment, Connected Conform workflow and Matchbox GLSL Post processing FX. Flame family products do non-linear video editing, shot based VFX compositing and Color grading & finishing - for Advertising, Episodic TV shows and feature films. Will’s background is as an artist on Flame and Lustre, an Autodesk Applications Engineer, and a Flame Family Product line manager for 4 years.
Evan Atherton is a Senior Research Engineer for the Autodesk Robotics Lab. He is currently focused on developing intuitive methods for controlling industrial robots to democratize their use in film and media production. Evan received both his Bachelor and Master of Science degrees in Mechanical Engineering from the University of California, Berkeley, and has been with Autodesk ever since.
Sebastian Casallas, PhD, is a Sr. Software Engineer at Autodesk, leading a team with the mission of empowering 3D artists to focus on their creativity by providing them AI-based tools. During his tenure at Autodesk he has also worked on collaborative, real-time, and immersive workflows for visualization and content creation.
For over 14 years at Autodesk, David has been involved in research and development of software for a variety of rendering, image-processing, graphics, and extended reality applications. Currently, one of his research interests is how AI might be used to simplify and streamline content-creation workflows.
The ever-increasing demand for high end 3D content in film and TV requires new approaches to production pipelines. See how Unity and Autodesk are improving workflows to support this need. We’ll be joined by customers on-stage to showcase examples of this enhanced workflow.
Mathieu Muller has 17 years of experience in real-time engines, as a software programmer and field engineer. After spending a few years on the ground helping film, animation, and broadcast studios to use real-time technologies in their production pipelines, he is now in charge of making Unity a better product for Media & Entertainment studios.
TJ has worked in film VFX and games for over 20 years. From DreamWorks, Technicolor, the Vancouver Film School, and later as Development Director at EA is currently the Senior Product Line Manager at Autodesk for the Entertainment Collection at Autodesk managing software like Maya, MotionBuilder and more.
What’s new in Maya? Updated animation workflows for artists, a beautiful viewport environment, and massive performance improvements. Get a sneak peek at the development of future workflows from TJ Galda, Senior Maya Product Line Manager, and technology and research partners.
TJ has worked in film VFX and games for over 20 years. From DreamWorks, Technicolor, the Vancouver Film School, and later as Development Director at EA, TJ has managed projects with big expectations. He is currently the Senior Product Line Manager at Autodesk for the Entertainment Collection at Autodesk managing software like Maya, MotionBuilder and more.
Wes McDermott is a technical artist and strives to improve his work by finding a key balance between his technical knowledge and artistic skill set. He works for Substance as an Integrations Product Manager, but most know him as an expert Substance teacher, and the voice behind many Substance tutorials. Wes is also the author of The PBR Guide: A Handbook for Physically-Based Rendering, Real Word MODO and Creating 3D Game Art for the iPhone with Unity.
Christopher is a Technical Program Manager at Blue Sky Studios as part of the Production Technology Group. Joining Blue Sky Studios in 2007, he has worked in several capacities, including : Materials TD, Senior Pipeline Engineer, Set Supervisor and Technical Supervisor - Production Pipeline. He has always worked closely between Technical and Production, shepherding and implementing many new technologies for environments and crowds (on Rio and Epic ). More recently, engaging in improving strategic vendor relations for a studio-backed Animation Performance Initiative for the studio's
The panelists in this session are all focused on the same goal: setting up creative teams and projects to truly succeed. Hear leaders from a diverse range of fields share how they use Shotgun to supercharge creative teams and streamline workflows to get ahead of the game.
Join Senior Bifrost Product Manager, Marcus Nordenstam and special guests to see a portable visual programming framework running in Maya. Learn how to use the framework for creating modular FX setups, and see how it applies to geometry, instancing, deformation and other applications.
Marcus Nordenstam is the product manager for Bifrost in Maya at Autodesk. Prior to venturing into the software world, he worked at studios including Double Negative, Activision, Sony Pictures Imageworks, and ILM.
Eloi Andaluz Fulla is a self-taught VFX artist who started on 3ds Max back in 2002. With a past in architectural visualization, he transitioned to motion graphics and advertising and later, mapping for Operas across the globe. Eloi worked for Moment Factory, working on interactive installations and mappings. Today, he works at Scanline and is an active beta tester for Thinking Particles, 3ds max, Bifrost, Arnold and Storm.
How does 3ds Max help artists produce high-end results faster, while controlling every detail? With efficient procedural tools, streamlined content creation, and the automation of complex tasks. Product Manager, Nicolas Fonta is joined by 3ds Max artists who share how they create incredible work on time and under budget.
Nicolas Fonta is a software engineer by training and worked in real-time, rendering and content creation as a developer, an engineering manager and a product manager. He is now responsible for the product direction and strategy as the head of the 3ds Max product management team in Montreal.
Eloi Andaluz Fulla is a self-taught VFX artist who started on 3ds Max back in 2002. With a past in architectural visualization, he transitioned to motion graphics and advertising and later, mapping for Operas across the globe. Eloi worked for Moment Factory, working on interactive installations and mappings. Today, he works at Scanline and is an active beta tester for Thinking Particles, 3ds max, Bifrost, Arnold and Storm.
Open source projects play an increasingly critical role in the creation of Film and TV content. We’ll start with an update on open source support at Autodesk, then deep-dive into our work on USD, including collaboration with tech partners and creative studios. (MaterialX session also available)
Will Telford is an alumnus of Rhythm & Hues Studios, Blackthorn Media, and Blizzard Entertainment. As a former Visual Effects Supervisor, Digital Effects Supervisor, Creature Supervisor, Rigging Supervisor, and Rigging TD he has worked on dozens of films, commercials, VR experiences and cinematic shorts. Currently he is the Product Owner of USD and Rigging technology for Maya at Autodesk.
In his career at Award-winning visual effects and animation studio Animal Logic, Aidan Sarsfield has spent almost 20 years manipulating cutting edge technology to meet the creative needs of large-scale CGI pipelines. Having joined the company's film division in 1999 following a successful career as a freelance industrial designer, his credits include The LEGO® Batman Movie, The LEGO® Movie, Legend of the Guardians: The Owls of Ga'Hoole, Happy Feet, Matrix: Reloaded and Moulin Rouge! As Head of Production Technology, Aidan’s key focus is on the ongoing evolution of the Animal Logic VFX and Animation pipelines.
Edward Luong has been a software engineer at Pixar Animation Studios for 9 years. He has worked on developing tools for sets/environment artists as well as integrating USD into various third-party packages in the pipeline.
Frank DeLise is based in California and a Director of Product Management at NVIDIA. Prior to joining NVIDIA, Frank worked at Autodesk for over 7 years. Frank has a proven record of accomplishment at identifying, developing, and executing highly profitable software, mobile, AR|VR and cloud products.
Operators are a recent powerful addition to Arnold allowing the query, modification and creation of nodes directly in the Arnold scene. This framework allows efficient, non-destructive, and interactive rendering workflows for overrides, shader assignments and lookdev transfer with MaterialX.
Frederic Servant is based in London and leads the diverse team of experts that develops and support the Arnold renderer. He was previously the main developer of the Arnold integration in Houdini. Prior to working on Arnold, Frederic worked as an R&D Engineer at The Mill in London and La Maison in Paris.
Suraj "Sid" Harrington-Odedra has worked at The Mill London for 13 years where he is now a VFX Supervisor and avid HtoA/MtoA user.
Adrien Herubel is a principal software engineer at Autodesk. He currently works on the Arnold renderer team and leads the GPU project. He has over a decade of experience working in animation and VFX studios, specializing in rendering.
Open source projects play an increasingly critical role in the creation of Film and TV content. We’ll start with an update on open source support at Autodesk, then deep dive into our work on MaterialX, including collaboration with tech partners and creative studios. (USD session also available)
Eric Bourque is a director of engineering in Autodesk’s Entertainment Creation Products group. He has a Ph.D. in computer science from McGill University, and has been actively involved in Autodesk’s commitment to open source. He leads the CG Spotlight event series in Montreal, co-presented by Montreal ACM SIGGRAPH and Autodesk, where local studios and universities meet to present their latest results
Jonathan Stone is a senior engineer at the Lucasfilm ADG and the lead developer of MaterialX. He has developed real-time rendering technology for Lucasfilm since 2010, and his work has been leveraged in films including Star Wars: The Force Awakens and Pacific Rim.
David is an experienced developer having worked with rendering and materials at Illuminate Labs, Autodesk, Simplygon and Allegorithmic. At Adobe, he is part of the Substance Labs group as a Senior Software Engineer.
New AI / ML tools in Flame 2020 drive new approaches to big problems in VFX and Finishing: isolating objects in Z depth, Semantic object separation, and producing accurate AOVs for camera acquired moving human faces, to address both image segmentation and live action tracking at once.
Will is the Autodesk Flame Family product line manager, serving as interface between customers’ needs and the software development team in Montreal, recently architecting the latest Flame releases – including tools such as 3d Selective - AI Depth and Normal extraction, Flame’s Image node and Effects environment, Connected Conform workflow and Matchbox GLSL Post processing FX. Flame family products do non-linear video editing, shot based VFX compositing and Color grading & finishing - for Advertising, Episodic TV shows and feature films. Will’s background is as an artist on Flame and Lustre, an Autodesk Applications Engineer, and a Flame Family Product line manager for 4 years.
Stefan Gaillot is a VFX Supervisor and Flame Technical Director at a52 and Elastic Studio in Santa Monica, California.
Dates/Times: Tuesday, July 30th & Wednesday, July 31st, 4PM-5PM
Location: Booth 1211
Description: Attention students and new grads! Looking for feedback on your latest animated short, VFX project, or game? We’re offering one-on-one portfolio reviews right at our booth. Come by for some insider tips and tricks to help you land your dream job.
Shotgun is the creative industry’s trusted platform for secure, scalable, efficient production management and review. Come see how Shotgun can help you and your team.
Shotgun Create is the new shotgun desktop tool built specifically for creative teams. Find out how Shotgun Create streamlines communication and helps artists work more efficiently.
Hear all about advances in reliability, security and performance of the Shotgun platform and the latest on our relationship with AWS, Independent Security Evaluators and Trusted Partner Network compliance.
Join us to see how Shotgun’s APIs automate tasks and data-tracking in your studio. We’ll also dive into our Python and REST APIs.
See how to use some of Shotgun’s more advanced developer tools. We’ll cover how to react to data changes in Shotgun using our event daemon on our new webhooks, and how to write a simple pipeline tool using Shotgun Toolkit.
Time to hear what’s cooking for developers and technical developers from Shotgun and give us feedback about that part of Shotgun.