3D Pipeline Days 2023
The DGG 3D Pipeline Days 2023 is a networking and tech event, and all about scalable 3D pipelines for massive-scale 3D use cases.
Recordings from 3D Pipeline Days 2023
3D Pipeline Days 2023 brought together thought leaders and innovators in the area of scalable 3D processing pipelines.
If you're a 3D tech artist, pipeline developer or technical manager, don't miss out on the recordings:
Joachim Keinert
Eric Chadwick
Joakim Tennfors
Michael Gairing
Tobias Nientiedt
Harald Wuest
Janosch Köhler-Hunsmann
Max Limper
Zak Kempson
David Wischniewski
Felix Herbst
Speakers
Joachim Keinert (Fraunhofer Institute for Integrated Circuits)
Keynote: Neural Radiance Fields for Game Engines and Web Applications – Converting photos into 3D assets for real-time rendering
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.
Eric Chadwick (DGG · Admin at Polycount · Khronos Group · Ex Wayfair)
Keynote: Best Practices for Compressing glTF Textures
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.
Joakim Tennfors (Fibbl AB)
Session: The art and science of trade-offs: How to industrialize the production of 3D models
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.
Michael Gairing (Raum App)
Session: CADapult into Virtual Reality – About the creation of an efficient 3D Pipeline for Virtual Applications
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 (747 Studios)
Session: Same same but different – How 3D is going to feel less technical
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 Wuest (visometry)
Session: Twyn Studio – reducing setup times for scalable industrial AR
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.
Janosch Köhler-Hunsmann (OBI)
Session: Journey to a sustainable 3D pipeline – The beaver’s approach
Janosch started with 3D animation during his studies of media technology and gained professional experience as a 3D generalist since 2010, mainly dedicated to the technical challenges of dealing with CAD data and complex projects.
Afterwards, he developed tools in the field of automotive design to support the review process using virtual reality.
Since 2019, Janosch has been working as a CGI expert at OBI on the development of a sustainable and cost-efficient 3D pipeline.
Zak Kempson (DeepAR)
Session: From Toy to Tool: Crossing the Reality Threshold in AR and 3D Commerce At Scale
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
David Wischniewski (RenderThat)
Session: Experiences from building a digital conveyor belt for 3D content production
I am a passionate entrepreneur and a CGI production expert with over 10 years of experience in building and leading RenderThat Group, a global network of talents and teams that provides flexible and reliable visual content solutions for various industries and clients.
As the CEO and founder, I have successfully scaled RenderThat Group from a platform idea to a 130-people company, with a vision to pioneer the visual content industry by tapping into global resources and know-how, and combining industrial process standards with cutting-edge infrastructure and data security. I have also launched RenderThat Creatives, a subsidiary that gives organizations access to our network of talents, and Sharepa, a file-sharing service that enables fast and easy transfer of large data volumes.
Felix Herbst (Needle • prefrontal cortex)
Session: Artist-driven workflows and scalable pipelines on Needle Engine: interactive 3D on the web with glTF and USD
Felix is a designer and developer of interactive experiences. He’s the co-founder of Needle and prefrontal cortex, tackling realtime 3D projects from both the workflow/tooling and production perspectives with over 15 years of experience. UX, virtual realities and 3D graphics pipelines are his favorite areas, combining art, design and development into unique things that move, delight and just work. Felix is a regular contributor to open-source projects such as three.js, UnityGLTF, MaterialX and OpenUSD.
Max Limper (DGG)
Session: RapidPBR – Leveraging CGI content for real-time XR experiences
Max is a recognized 3D graphics expert and standards contributor. He is also CEO and co-founder of DGG, a deep tech company creating RapidCompact – the world’s most advanced 3D data optimization platform and API. Max and his team are helping developers and leading retailers worldwide to establish scalable 3D asset workflows for Web, mobile and XR targets – for e-commerce, and beyond. Max received his PhD of engineering with honors from TU Darmstadt, and has published peer-reviewed papers at top-tier graphics conferences. He has also helped to shape the glTF format at Khronos Group.