BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Asia/Tokyo
X-LIC-LOCATION:Asia/Tokyo
BEGIN:STANDARD
TZOFFSETFROM:+0900
TZOFFSETTO:+0900
TZNAME:JST
DTSTART:18871231T000000
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20250110T023302Z
LOCATION:G602\, G Block\, Level 6
DTSTART;TZID=Asia/Tokyo:20241204T110000
DTEND;TZID=Asia/Tokyo:20241204T124500
UID:siggraphasia_SIGGRAPH Asia 2024_sess213_crs_108@linklings.com
SUMMARY:Novel Approaches in Game Engine-Based Content Creation: Unveiling 
 the Potential of Neural Radiance Fields and 3D Gaussian Splatting
DESCRIPTION:Courses\n\nLukasz Mirocha (Hong Kong Baptist University, Omni 
 Lucenti)\n\nThis course provides a comprehensive overview of two groundbre
 aking solutions for capturing and reconstructing real-world objects and lo
 cations: Neural Radiance Fields (NeRFs) and Gaussian Splatting (3DGS). NeR
 Fs and 3DGS have revolutionized the field of computer graphics by enabling
  the creation of high-quality 3D models from images, photos, and videos. T
 he primary goal of this course is to bridge the gap between rapidly evolvi
 ng computer graphics research in NeRFs and Gaussian Splatting and creative
  communities interested in near-production-ready pipelines centered around
  general-purpose game engines (e.g., Unity and Unreal). The focus will be 
 on showcasing several codeless or minimally coding pipelines that are desi
 gned for users without deep technical expertise.\n\nThe workshop is design
 ed primarily for VFX artists, game developers, virtual production experts,
  marketing professionals, and others who are interested in production-read
 y approaches and best practices working with 3DGS and NeRFs. It begins wit
 h an introduction to NeRFs and 3DGS, covering their underlying principles,
  strengths, and limitations. Participants will learn how to integrate 3DGS
  into game engine-based projects using near-production-ready pipelines com
 patible with Unity 3D and Unreal Engine. The instructor will provide a ste
 p-by-step demonstration of how to process 3DGS and integrate 3DGS content 
 with other assets and environment settings in Unity 3D and Unreal Engine.\
 n\nThe workshop also explores best practices and exemplary implementations
  of 3DGS across creative industries such as visual effects (VFX), video ga
 me development, marketing, and media arts. By the end of this workshop, at
 tendees will gain a comprehensive understanding of the current landscape o
 f near-production-ready tools leveraging 3DGS in the context of game engin
 es and be able to integrate these tools into their projects.\n\nParticipan
 ts are encouraged to bring their high-end PC laptops for the session, but 
 it is not a requirement. Mobile-based workflows will also be presented.\n\
 nRegistration Category: Full Access, Full Access Supporter\n\nLanguage For
 mat: English Language
URL:https://asia.siggraph.org/2024/program/?id=crs_108&sess=sess213
END:VEVENT
END:VCALENDAR
