Industrial Program

Tuesday, 26 Wednesday, 27 Thursday, 28 Friday, 29
15.30 - 17.00
» Industrial Session
15.30 - 17.00
» Industrial Session

Tuesday, 26

»Industrial Session

15.30 - 17.00 Room: Salle 1 Session Chairs: Rémi Cozot and Oliver Grau
  • Abstract: Intel’s Jim Jeffers will discuss Intel® Advanced Ray Tracing (Intel ® ART) technology and product portfolio including upcoming Intel® Xe GPUs, Intel® oneAPI Rendering Toolkit (Render Kit) libraries including the Academy Award winning Intel® Embree geometric ray tracing library, plus Jim will announce the launch of the latest Render Kit library, Intel® Open Path Guiding Library (Intel®OpenPGL). Finally, Jim intends to provide a “live” sneak peak of a pre-production Intel® Xe GPU performing Real-Time Path Tracing within a well-known 3D Creator application. If you miss the talk, do worry, Intel plans to show this “sneak peek” demonstration in an on-site exhibit booth.

    Bio: Sr. Director, Advanced Rendering and Visualisation at Intel Corporation (Intel) RT Raytracing or Raytracing HW (USA/Germany)

  • Abstract: Today video is the default online experience and the most compelling way to communicate ideas and information. However, high quality video production is a complex and highly skilled process. At Synthesia we use generative AI techniques to create synthetic video of people. New videos can be created simply by selecting an actor and entering a script through a process we call text-to-video (TTV). These techniques hold the potential to replace conventional video production with synthetic media - enabling high quality video content to be created on demand, at scale and even personalised to the end viewer.

    Bio: Jonathan Starck is CTO @synthesiaIO (www.synthesia.io) where we are unlocking video production at scale using generative AI for text-to-video. He has worked for (too) many years on computer vision techniques for digital humans and film visual effects. Previously as Head of Research at Foundry, he helped introduce 3D computer vision technologies that are now part of standard post-production workflows in high-end film production. @jnstrck

Thursday, 28

» Industrial Session

15.30 - 17.00 Room: Salle 1 Session Chairs: Rémi Cozot and Oliver Grau
  • Abstract: Synthetic data has gained in importance for many image-based tasks such as building machine learning models, validation of sensors systems and AI methods, or improving visual inspection. With the rise of powerful game engines that allow for the generation high quality image data in a flexible and scalable manner, a wide range of applications can benefit of synthetic data as an alternative or extension to real-world data. This talk will focus on synthetic data production based on a game engine for applications in automated driving.

    Bio: Markus Huber is a senior scientific developer at Mackevision Medien Design GmbH (Part of Accenture Interactive). He received the Dr. rer. nat. degree (Ph.D.) in computer science from the University of Stuttgart, Germany, in 2018. His research interests include computer graphics, physically-based simulation, and machine learning.

  • Abstract: United Visual Researchers (UVR) was founded in 2017 to offer designers and engineers a more efficient, reliable, and cost-effective way to build, test, and refine prototypes and mockups in an interactive way. UVR is developing predictive optical simulation algorithms that could validate proof-of-truth, which is only possible with iso-photography. The objective of the presentation is to explain what exactly iso-photography is, and how predictive optical simulation analysis and True-to-life rendering empowers users to take advantage of the digital twin to reduce substantially physical prototypes and mockups.

    Bio: Thomas Muller is an expert in digital simulation and virtual reality. He pioneered the technology of simulating the real appearance of materials through his work in the automotive industry. He is the designer of the “iso-photographic” simulation theory at the heart of UVR software for advanced “Computer Aided Appearance Design”. Thomas holds a PhD from Conservatoire National des Arts et Métiers.

  • Abstract: Take a deep dive into the tech behind the latest real-time cinematic work from Unity’s award-winning demo team to learn how photorealistic protagonists come to life. Highlights will include details about new cutting-edge real-time hair technology, deployed within the Unity Editor. Advanced HDRP lighting and shaders will also be explored.

    Bio: Mark is a 25-year veteran in the 3D animation and video game development industry. Working for companies such as Microsoft, Softimage, Autodesk and currently Unity Technologies, he has had a first-row seat in the creation of some of the first blockbuster 3D films and AAA video games. Currently a developer advocate, Mark travels the world educating people on all things Unity.