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GTC ON-DEMAND

Presentation
Media
Abstract:

Join Francesco Giordana, MPC Film's Realtime Software Architect on this talk about Genesis, MPC's virtual production platform. MPC Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC's own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.

Join Francesco Giordana, MPC Film's Realtime Software Architect on this talk about Genesis, MPC's virtual production platform. MPC Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC's own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG968
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Abstract:
We'll discuss Genesis, MPC's virtual production platform, designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. We'll talk about how we're improving the quality of the real-time graphics, with a special attention to lighting. We will explain how we have started incorporating elements of real-time ray tracing into our platform, from a live link to Renderman XPU and our own Optix-based path tracer, as well as a hybrid approach based on DXR running inside Unity.
We'll discuss Genesis, MPC's virtual production platform, designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. We'll talk about how we're improving the quality of the real-time graphics, with a special attention to lighting. We will explain how we have started incorporating elements of real-time ray tracing into our platform, from a live link to Renderman XPU and our own Optix-based path tracer, as well as a hybrid approach based on DXR running inside Unity.  Back
 
Topics:
Animation & VFX, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9132
Streaming:
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Abstract:

We'll showcase the MPC Virtual Production Platform called Genesis. While we won't be able to show any datasets currently in production, we'll showcase the technology and have some MPC original content to share.

We'll showcase the MPC Virtual Production Platform called Genesis. While we won't be able to show any datasets currently in production, we'll showcase the technology and have some MPC original content to share.

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Topics:
Animation & VFX, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8365
Streaming:
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Abstract:

Learn how you can use GPU acceleration to achieve interactive previewing of complex systems, such as hair and fur, in a VFX production environment. This talk presents a fully procedural and node based tool, in which each node of the graph can have a GPU accelerated implementation. The framework is capable of falling back automatically to CPU computation in case of error or missing GPU implementation at any point in the graph. Fur is an excellent application domain, given the very high number of primitives that can be evaluated independently at each step of the computation.

Learn how you can use GPU acceleration to achieve interactive previewing of complex systems, such as hair and fur, in a VFX production environment. This talk presents a fully procedural and node based tool, in which each node of the graph can have a GPU accelerated implementation. The framework is capable of falling back automatically to CPU computation in case of error or missing GPU implementation at any point in the graph. Fur is an excellent application domain, given the very high number of primitives that can be evaluated independently at each step of the computation.

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Topics:
Media and Entertainment, Real-Time Broadcast Graphics, Visual Effects & Simulation
Type:
Talk
Event:
GTC Silicon Valley
Year:
2013
Session ID:
S3179
Streaming:
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