Epic Teaches Unreal Engine for VFX: Building & Optimizing Worlds for Real-Time @ Gnomon

In my constant search for all things VFX knowledge, I came across a talk that is happening this week @ Gnomon on Saturday, January 20th, 2018, 11:00 am – 8:00 pm PST. Tickets are all sold out, but fortunately this talk is being live streamed.

https://livestream.com/gnomon/unreal-engine-for-vfx

To save ya some clicks, here is the relevant text about it, with the source I copy and pasted from linked at the bottom.

Talk Synopsis:

Learn directly from the experts at Epic Games at Gnomon School of VFX this January. Discover the fundamental concepts and workflows that drive real-time performance with two free masterclasses.

Covering how to build a better pipeline for Unreal Engine 4, the first masterclass will offer a comprehensive overview of the content pipeline; you will learn everything from working with larger teams, managing meshes, textures and working with materials, to essential skills for performance and optimization. In part two, the masterclasses continue with a look at the rendering pipeline in Unreal Engine, its terminology, and best practices for rendering scenes in real-time. Attendees will also see the all-important guidelines and profiling techniques that improve the debugging process for both CPU and GPU performance improvements.

RSVP to join Epic Games at the Gnomon Stage on Saturday, January 20th, 2018, from 11 am. Complimentary brunch, mid-afternoon buffet, and closing drinks will be served. For those that can’t attend in person, please join us live from 12 pm (PT) on Gnomon’s Livestream channel [linked in this post above] or via the official Gnomon Facebook page. [also linked in this post above]

Guest Speakers:

Martin Sevigny
Support Manager, Epic Games
As Support Manager of the Enterprise division at Epic Games, Martin Sevigny oversees a team of talented technical artists who assist licensees in reaching the highest quality results in their projects. Prior to joining Epic Games, Martin was the Director of Technology at WB Games Montréal. In addition to playing a key role in the creation of the studio, he contributed to three titles in the Batman Arkham series, in collaboration with Rocksteady Studios. Martin also worked for Autodesk in the creation of the games group, and at Ubisoft Montreal as part of the revival of the Prince of Persia franchise

Homam Bahnassi
Technical Artist, Epic Games
A veteran technical artist and engineer in the games industry, Homam Bahnassi has more than 15 years of experience developing AAA games across a variety of platforms. He’s worked for several studios including EA and Warner Bros., and has had multiple publications and contributions in real-time rendering and art workflows published in ShaderX and GPU Pro books. His impressive engineering background in AI allows him to develop and implement novel techniques for generating real-time effects and procedural content in Unreal Engine.

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