The DGG 3D Pipeline Days 2023 is a networking and tech event, and all about scalable 3D pipelines for massive-scale 3D use cases.
Hey there 3D tech artists and pipeline developers! Get ready for the 3D Pipeline Days 2023! This in-person event is your chance to dive deep into the world of scalable 3D pipelines. Join us for two days filled with mind-blowing presentations and networking opportunities with fellow 3D experts from the european industry. Immerse yourself in the latest trends, techniques, and tools that will take your 3D pipelines to the next level.
Get ready for a packed agenda! We invite you to start with us on Thursday at 12:30 pm with a networking lunch. The program then officially starts at 2:00 pm and offers two days of exciting insights into the topics glTF, USD, Material X, NeRFs, XR and many more. The program ends on Friday at 2:00 pm.
NETWORKING LUNCH @ WELCOME HOTEL, ARRIVAL
|14:20||Neural Radiance Fields for Game Engines and Web Applications – Converting photos into 3D assets for real-time rendering||Joachim Keinert|
|The art and science of trade-offs: How to industrialize the production of 3D models||Joakim Tennfors|
|Experiences from building a digital conveyor belt for 3D content production||David Wischniewski|
|Journey to a sustainable 3D pipeline – The beaver’s approach||Janosch Köhler-Hunsmann|
RapidPBR – Leveraging CGI content for real-time XR experiences
|Artist-driven workflows and scalable pipelines on Needle Engine: interactive 3D on the web with glTF and USD||Felix Herbst|
|19:00||Networking Party @ Goldene Krone|
ARRIVAL, QUICK INTRO TO PROGRAM
|Making any 3D model AR ready for VR tryon in 3 easy steps||Zak Kempson|
|CADapult into Virtual Reality – About the creation of an efficient 3D Pipeline for Virtual Applications at RAUM||Michael Gairing|
|Same same but different – How 3D is going to feel less technical||Tobias Nientiedt|
|Twyn Studio – reducing setup times for scalable industrial AR||Harald Wuest|
|11:20||Best Practices for Compressing glTF Textures||Eric Chadwick|
|12:30||Lunch @ Welcome Hotel|
Portable materials for real-time rendering:
How will MaterialX and OpenPBR change the way we deliver 3D assets?
Fraunhofer Institute for Integrated Circuits
Joachim Keinert received the Diploma degree from the University of Stuttgart, Germany, the Diploma degree from the Télécom ParisTech (formerly ENST), Paris, France, and the Ph.D. degree (Hons.) in the domain of electronic system level design for image processing applications, in 2009. He is currently heading the Group ‘‘Computational Imaging and Algorithms,’’ Fraunhofer Institute for Integrated Circuits, Erlangen, Germany. His main research interests include light-field imaging and its potential for media production and for digitization of real-world scenes. Beforehand, he also worked on high-dynamic range video capture, JPEG 2000, and low complexity coding, where he actively participated in the JPEG compression standardization.
DGG · Admin at Polycount · Khronos Group · Ex Wayfair
Eric is currently Senior 3D Technical Artist at DGG, helping to manage key client projects, acting as the product owner for RapidPBR, and supporting the development community using DGG’s products. He is a frequent Khronos Group contributor in the 3D Formats and 3D Commerce Working Groups, defining specifications and writing guidelines to streamline 3D asset creation for the retail industry. He has more than 20 years’ experience in real-time 3D content development for games, architectural rendering, and education; and is an administrator for the Polycount web community, the leading forum for 3D game artists to critique each other’s work and share creation techniques. Eric received a Bachelor’s degree in Fine Art from the Rhode Island School of Design with a concentration in illustration, collaborated with the Brown University School of Medicine on anatomy for artists, and studied in the European Honors Program in Rome.
Before starting my professional career in CGI and compositing in 2014 I was mainly focused on workflow and process optimisation in other industries. When the opportunity arose to build the world’s most cost efficient 3D model production pipeline at Fibbl, I already had the blueprint. In order to industrialize this industry we need to challenge every process, question old truths and make pragmatic compromises. The same way we industrialized the production of physical goods.
Meet Michael, the visionary founder and dynamic CEO behind RAUM, a company that’s redefining the future of immersive experiences.
With over two decades of entrepreneurial expertise, Michael has carved an impressive niche in the industry, serving enterprises like Sony, ABB, Liebherr, and SAP with groundbreaking 3D animations, augmented reality marvels, and visionary virtual reality projects.
Tobias Nientiedt is an internationally awarded Art Director and CGI artist from Hamburg, Germany. Today, he serves as the Chief Digital Officer at 747 Studios, a photography and CGI studio based in Hamburg that specializes in high-end photography, film, and CGI productions. After completing his studies in Communication and Media Design, he embarked on his career as an Art Director with a specialization in CGI and image creation. He has worked for various agencies, including Ogilvy & Mather, Leo Burnett, and Scholz & Friends and played a key role in implementing CGI as the primary production technology for OTTO’s Home & Living department.
Harald is Co-Founder and CEO at Visometry. The German deep tech and AR solution startup is known for its VisionLib Engine, which is the core for a wide range of augmented reality applications that require high performance object recognition and precise tracking. Based on this model tracking engine, the Visometry team created an end-user application called “Twyn”, a software platform for AR-enhanced quality inspections to compare virtual 3D CAD data and physical industrial parts.
As one of the co-creators of the core AR algorithms, Harald is not only an AR expert and tech inventor from the very beginning, but a strategical and analytical mind, who likes to push boundaries of current AR technologies to enable industries to bridge the gap between virtual and real environments for safer and more efficient work spaces.
Zak is a senior product designer at DeepAR, working on designing mixed reality tools for web commerce. Through building 3D and AR experiences with Sky, Specsavers, Bloobloom, and NFL, he’s learned a little about what works (and what doesn’t work) when MR products go up against the toughest of critics – real end users.
The tickets include: