What Makes a Production Renderer in 2016


What Makes a Production Renderer in 2016

Wednesday, 27 July, 9:00 am - 10:30 am, Anaheim Convention Center, Ballroom B

Many systems call themselves "production renderers”. Some are relatively unknown. Others are well known, high-quality renderers. And many large studios have invested significant time and money to develop their own proprietary renderers.

This panel explores the technical and non-technical issues involved in introducing a renderer into the contemporary production environment, and maintaining it as the technology evolves. Topics include: the capabilities that are absolutely necessary (and those that are not), the importance of technological and creative control, team size and composition, how utilization of open-source components has affected development, and the potential disruption of new research results on the development process. The session includes panelists who are creating the state of the art in advanced renderer development.

Michael Reed
Blue Sky Studios

Brent Burley
Walt Disney Animation Studios

Marcos Fajardo
Solid Angle S.L.

Alexander Keller
NVIDIA Research

Philippe Leprince
PIxar Animation Studios

Maurice van Swaaij
Blue Sky Studios

Eric Tabellion
DreamWorks Animation