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For ILMxLAB's premier location based VR project, engineers were faced with the unique challenge of creating a high-end VR experience in collaboration with a world class director and cinematographer, who naturally expected the very best that ILM can offer in terms of animation and visuals, while running at 90 frames per second. In this session, ILMxLAB's Principal Engineer, Lutz Latta, and Lucasfilm senior engineers, Stephen Hill and Ron Radeztsky will present how they designed and built a custom high-end multi-GPU system to meet this target and how they utilized this hardware from a rendering perspective. They will also go deep into the challenges of supporting movie-fidelity animation, as well as a new approach for rendering volumetric lighting effects, both of which contributed significantly to the goal of immersive, cinematic visuals in real time.
Attendees will learn about the engineering challenges of building and fully harnessing a high-end 4-GPU system, an animation streaming system that bridges the divide between ILM's offline pipeline and real-time, and a new approach to volumetric lighting that overcomes limitations of current techniques used in AAA games.
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.