NVIDIA



Thursday, May 06


10:00 - 19:00
Kepler-Saal: Studio B













 

NVIDIA www.nvidia.com
The Future of Digital Content Creation with the GPU

Join the GPU Workshop and Masterclass for a day of carefully curated programming featuring global thought leaders in visual effects and VFX technology development.

The Future of Digital Content Creation with the GPU Workshop and Masterclass will provide attendees with an opportunity to learn about the latest developments in animation, effects, games and interactive media. See how the latest technologies and applications are taking advantage of the high performance computing power on the latest generation GPUs. The Masterclass will highlight how you can use highly optimized software modules including acceleration engine technology, CUDA, PhysX, SceniX, CgFX, CompleX, OptiX and iray. Featured speakers will include software providers who will discuss best practices for optimizing workflows and software. Come see how GPUs are transforming visually-rich and computationally-intensive applications such as video games, film production, broadcasting and industrial design.



Thursday, May 06


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10:00 - 12:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B IRIDAS - FrameCycler/Speedgrade GPU Accelerated Workflow
Patrick Palmer, COO and co-founder IRIDAS, IRIDAS Digital Interaction Design , www.iridas.com
Patrick J. Palmer, COO and co-founder of IRIDAS, will talk about how GPU acceleration changes the game for Digital Film RAW processing and Stereo 3D. Get the latest information on IRIDAS' Universal RAW engine for real time review, grading and depth grading and learn more about how a single QuadroFX 5800 can deliver what otherwise would require a stack of render boxes to accomplish similar speed and quality. Patrick will use IRIDAS SpeedGrade 2010, showing images from recent Stereo 3D projects to illustrate the technology.



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11:00 - 12:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B Using ARRI Relativity for GPU-Based Parallel Processing
Henning Rädlein, Head of Film & TV Services, ARRI , www.arri.com
Henning Rädlein from ARRI will demonstrate the possibilities of texture and time control offered by the ARRI Relativity software. Based on motion estimation and using the powerful GPU rendering possibilities of the NVidia graphic boards, Relativity offer an enormous potential to reduce grain and noise, while retaining all details of film or digital images, converts any video format into another, or resample time for creative tempo changes, slow motion and speed ramp effects.



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12:00 - 13:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B Adobe CS5 Mercury Playback Engine-A Quantum Leap in Productivity
Michael Mörtl, Business Development Manager, Adobe Systems GmbH , www.adobe.com
This session will highlight how to get the most of out of the CUDA accelerated Adobe Premiere Pro CS5, which allows you to create real-time previewing and editing of native, high-resolution footage, including multiple layers of RED 4K video. The presenter will also demonstrate the Adobe After Effects CS5 software which features OpenGL GPU-accelerated effects that allow you to experience a faster, more interactive working environment.



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14:00 - 15:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B Using NVIDIA Quadro to Increase Interactive Realism with Application Acceleration Engines
Jean-Marc Ludwig, Entertainment and Broadcast EMEAI, Nvidia , www.nvidia.com
Daniel Shapiro, Campaign Marketing Manager, Nvidia , www.nvidia.com
Learn how graphics processing units (GPUs) are being used to break down creative barriers for artists and developers. The massively parallel processing capabilities of GPUs enable high performance real time data processing in 3D and 3D stereo. Interactive ray tracing within software applications enables artists to see photorealistic results immediately. For developers, a wide range of tools are available from NVIDIA which speed development: from the CUDA parallel processing environment to OptiX ray tracing engine to iray a complete solution for delivering physically correct lighting.



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15:00 - 16:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B Mari a 3D Paint Application/'Blink' Image Processing Technology
Jack Greasley, Product Manager, The Foundry , www.thefoundry.co.uk
Bruno Nicoletti, CTO, The Foundry , www.thefoundry.co.uk
The Foundry will be presenting a two part session on their use of GPUs in their software. Jack Greasley will present Mari, a GPU based 3D paint application originally developed at Weta Digital and extensively used on Avatar. Bruno Nicoletti will present an overview of their new 'Blink' image processing technology, which allows developers to easily exploit GPUs and CPUs via code translation. He will also discuss its use in making their Academy Award wining Kronos motion estimation tech work with NVIDIA’s CUDA based GPUs.



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16:00 - 17:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B MetaSL: Bridging the GPU/CPU Divide in Rendering
Andy Kopra, mental images GmbH , www.mentalimages.com
Learn about MetaSL, a rendering shading language that simplifies your shader programming tasks while improving efficiency in the production pipeline. We'll talk about the motivation for MetaSL's design, how it addresses the common problems when using a mixed environment of CPU- and GPU-based rendering systems, and how it can address today's multi-site studio installation. We'll take a look at some examples of MetaSL shader code to see how MetaSL incorporates the best practices of shading language design to date, but also looks to the future with its implementation of higher level structures, like shader graphs and BSDFs. Artists and TDs will see how the shading assets they design and use can be better integrated into their workflow, and application and systems programmers will understand the role that MetaSL can play in supporting and extending the ever-changing digital studio environment.



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17:00 - 18:00 NVIDIA www.nvidia.com
Kepler-Saal: Studio B Using Marquise Technology to Create Real-time Video Production with the GPU
Dan Tatut, VP Business Strategy & Development, Marquise Technologies
Learn about Stereoscopic color grading and finishing. See workflows currently in use for the color grading and finishing phase of a 3D movie. The Challenges, tips and tricks and expected future enhancements will be discussed.
Dan Tatut, Marquise Technologies, VP Business Strategy & Development. Dan is 36 has over 10 years expertise in computer science, computer graphics and color management.. During his studies at the Federal Polytechnic School of Lausanne (EPFL), he started a small company to develop a paint program for high-resolution images. Dan is today considered as an expert in digital intermediate workflows for the post-production industry and has been the leader of several R&D teams for developing software for digital intermediate and digital cinema.