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Powering Up ILMxLAB's Location-Based VR Experiences

Speakers:

Lutz Latta (Principal Engineer, ILMxLAB)

Stephen Hill (Senior Rendering Engineer, Lucasfilm)

Ron Radeztsky (Senior Software Engineer, Lucasfilm)

Location: Room 25, North Hall

Date: Thursday, March 22

Time: 11:30am - 12:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming, Visual Arts

Format: Session

Vault Recording: Video

Audience Level: Advanced

ILMxLAB developed a number of location-based VR experiences in 2017, among them the Oscar-winning 'Carne y Arena', 'Star Wars: Secrets of the Empire', 'Star Wars: Droid Repair Bay', and 'Transformers: The Last Knight VR Experience'. With ILM’s over 40 year history, clients and users alike have come to expect the very best in terms of animation and visuals, but now running at 90 frames per second in VR.

Location-based experiences provide the freedom of designing a high-powered hardware platform specifically for a project. In service of higher immersion, forward-looking software techniques can be used, that will be available in the home experience space in the years to come.

In this session, Lutz Latta of ILMxLAB and Stephen Hill and Ron Radeztsky of Lucasfilm will present how they designed and built custom high-end multi-GPU systems for some of the locations. They will go deep into the challenges of supporting movie-fidelity animation for characters and environmental simulations, as well as a new approach for rendering volumetric lighting effects, all of which contributed significantly to the goal of immersive, cinematic visuals in real time.

Takeaway

Rendering engineers and technical art directors or technical animators are the primary audience, plus anyone with a strong interest in ‘cinematic’-style rendering/art and/or location-based VR experiences. An understanding of state-of-the art rendering techniques and modern graphics APIs would be helpful for a complete understanding of the content, but not required.

Intended Audience

Rendering engineers and technical art directors or technical animators are the primary audience, plus anyone with a strong interest in 'cinematic'-style rendering/art and/or location-based VR experiences. An understanding of state-of-the art rendering techniques and modern graphics APIs would be helpful for a complete understanding of the content, but not required.