DNEG is thrilled to be attending NVIDIA GTC, a global conference that brings together developers and visionaries who are shaping our world with the power of AI, accelerated computing, computer graphics, data science, and more.
Join us virtually on Thursday, Nov 11th from 10am to 10:50 am EST for our recorded panel, followed by a live Q&A with our panelists!
Using Omniverse, USD & Real Time Rendering to transform global film production pipelines & workflows at DNEG
Real-time rendering and cloud-centric Universal Scene Description (USD)-based workflows have the potential to reinvent the artist experience and empower geographically diverse pipeline teams with next-generation tooling. Traditional production pipelines for offline render can require lengthy cycles between content generation and final review. As legacy solutions need tens of hours to render and transfer terabytes of data in studio, or globally, between locations, production teams do not enjoy immediate feedback on changes. We’ll explore the investigations DNEG is taking in looking to Omniverse and GPU-accelerated workflows, which, alongside implementations of USD, are providing a peek into the future of production.
In this talk we will hear from Workflow Architects, Pipeline Researchers and Systems Engineers on how to construct and deploy these solutions for use in-facility. Our high level overview will cover the implementation from core systems engineering through artist based workflows, focusing on Shot and Creature based perspectives.
Our journey will include an overview on how to integrate these core technologies in a hybridized facility environment targeting Linux and Windows workstation users. We will explore scalability on global network solutions architecture, and expanded team interoperation.
We will join industry experts in the form of our research and workflow leads, discuss the artist and team workflow with these tools and provide a summary of thoughts on the bright future of Real Time technologies, Omniverse and USD’s potential, together, on transforming the way we make films.
Meet the Speakers
Roy C Anthony is the Global Head of Research at DNEG, where he leads global technology investigations into future workflows. For over 20 years Roy has been driving innovation across a range of related fields incorporating real-time technologies including virtual reality (VR), augmented reality (AR), projection mapping, themed entertainment, interactive immersive displays, and pushing the edges of what is possible in future technologies for film and live event environments. He holds patents in Stereoscopy, VR / AR display systems and calibration, and is a co-author on academic publications on high frame-rate film technology.
Michael Corcoran is the Global Workflow Architect for Creatures at DNEG, with over 20 years of experience in VFX as a HOD, Creature Supervisor, Lead Creature TD and Lighting TD. Prior to joining DNEG, Mike spent many years at both ILM (‘Black Panther’, ‘Terminator: Dark Fate’, ‘Solo: A Star Wars Story’) and Weta Digital (‘Dawn of the Planet of the Apes’, ‘The Hobbit: Desolation of Smaug’, ‘King Kong’).
Bernhard Kerschbaumer, the Global Workflow Architect for Shots at DNEG. A long time DNEG employee, Bernhard has worked throughout the Shots pipeline and department teams as a Lighting TD, Sequence Lead, Lookdev Lead and CG Sequence Supervisor before moving over to our Vancouver team in 2015. After working as CG Supervisor on ‘The Mummy’, Bernhard became Head of Lighting in Vancouver – a position which naturally segues into his current role at DNEG as GWA-Shots. In this role Bernhard focuses on future pipeline tooling and integrations, including Universal Scene Description and advances in offline and real-time rendering.
Eve Levasseur-Marineau is a CG Supervisor at DNEG Vancouver with a strong technical background. She most recently worked on ‘Venom: Let There Be Carnage’, Sony’s sequel to the 2018 ‘Venom’. Prior to joining DNEG in 2020, Eve spent several years at MPC, working first as a CG Supervisor (‘Maleficent: Mistress of Evil’, ‘Detective Pikachu’), CFX Lead (‘X-Men : Apocalypse’, ‘Miss Peregrine’s Home for Peculiar Children’, ‘Terminator: Genisys’) and later as Head of Technical Animation (an in-house term for CFX). Eve has also made contributions outside VFX from her time at Digital Dimension as a FX and CFX artist delivering the cinematics on video games such as ‘Injustice: Gods Among Us’ and ‘Mortal Kombat’.