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:20250110T023314Z
LOCATION:G409\, G Block\, Level 4
DTSTART;TZID=Asia/Tokyo:20241203T100000
DTEND;TZID=Asia/Tokyo:20241203T173000
UID:siggraphasia_SIGGRAPH Asia 2024_sess325@linklings.com
SUMMARY:Houdini HIVE
DESCRIPTION:Exhibitor Talks\n\nHoudini Labs for Games and Realtime FX\n\n1
 0:00AM -10:30AM - Presentation\n10:30AM - 10:35AM - Q&A\n\nIn this session
  we discuss how Houdini Labs can help developers create games from indie t
 o AAA scale. We also explore Unreal Engine 5 features allowing realistic r
 endering of fluid and ocean simulation from Houdini. Additionally, we comp
 are Ho...\n\n\nMichal Rutkowski (Meta Meow Co., Ltd,)\n-------------------
 --\nFrom Idea to Insanity\n\n4:10PM - 4:50PM - Presentation \n4:50PM - 4:5
 5PM - Q&A\n\nA journey through personal works and RnD projects, while expl
 oring how simple ideas can be expanded to into small pieces of joyful insa
 nity, and how sometimes it's important to play the game: "your supervisor 
 would never ask you for... but what ...\n\n\nThomas Klyhn Christensen (Dev
 ant)\n---------------------\nAdvancing the state of foliage modelling with
  Natsura - Project Elderwood Preview\n\n12:30PM - 1:15PM - Presentation\n1
 :15PM - 1:20PM - Q&A\n\nIntroducing Project Elderwood, a new work-in-progr
 ess showcase of game-engine workflows using Houdini and Unreal Engine with
  a special focus on Plants and Vegetation modelling workflows in Houdini, 
 taking advantage of the third-party Natsura too...\n\n\nFeike Postmes (Dod
 oDevs)\n---------------------\nDifferent ways to deal with rocks formation
  for games\n\nI will cover different ways to create rocks for a game, real
 istic and stylized, unique nanite meshes and instances of modules, modules
  creation using procedural workflow and PDG, texturing data creation, and 
 even MLOP for auto texturing using prompt.\n\n10:35AM - 1120AM - Presentat
 ion \n11:20AM - 11:35...\n\n\nJerome Hereng (Sparx* - A Virtuos Studio, Si
 deFX)\n---------------------\nBreak\n\n-. - (-)\n---------------------\nSm
 all Team - Big Things: How Cause and FX created large-format content for m
 assive LED stages\n\n4:55PM - 5:25PM - Presentation\n5:25PM - 5:30PM - Q&A
 \n\nDiscover how Cause and FX tackled the challenges of mutiple large-form
 at deliveries, harnessing the power of Karma XPU and Solaris. By maximizin
 g our established pipeline and render farm, we crafted high-resolution vis
 uals tailored for large-scal...\n\n\nMikael Moane (Cause and FX)\n--------
 -------------\nFoundation of Versatility: Practicing a Procedural Pipeline
  for Dozens of Games\n\n2:45PM - 3:15PM - Presentation\n3:15PM - 3:20PM - 
 Q&A\n\nThis session will guide attendees on how to be supportive for multi
 ple types of games and walk them through the steps of delivering middlewar
 e rather than providing turnkey procedural solutions among large-scale gam
 e studios.\n\nCalvin Gu from Ligh...\n\n\nCalvin Gu (LightSpeed Studios)\n
 ---------------------\nMake friends the Houdini way!\n\n1:20PM - 1:50PM - 
 Presentation\n1:50PM - 1:55PM - Q&A\n\nPractical techniques for crowd agen
 t creation at scale. We explore techniques for creating digital humans for
  crowd setups from 3d scans, adding variety and mocap dance parties.\n\n\n
 Chris Gardner (Alt.VFX)\n---------------------\nDigital Fabrication with H
 oudini\n\n3:20PM - 4:05PM - Presentation\n4:05PM - 4:10PM - Q&A\n\nThis pr
 esentation covers several examples of digital fabrication using Houdini, i
 ncluding ceramic 3D printing. Through these projects, we explore how Houdi
 ni’s procedural tools enhance precision and adaptability across various fa
 brication m...\n\n\nJunichiro Horikawa (Orange Jellies)\n-----------------
 ----\nPresentation by Megalis\n\nPending Information (TBC)\n--------------
 -------\nCharacter Animation with Houdini - Introduction to APEX\n\n11:25A
 M - 11:55AM - Presentation\n11:55AM - 12:00PM - Q&A\n\nAttendees will lear
 n the fundamentals of setting up APEX for character animation, along with 
 practical tips.\n\n\nRyusuke Ohta (Freelance)\n\nRegistration Category: En
 hanced Access, Exhibit & Experience Access, Experience Hall Exhibitor, Ful
 l Access, Full Access Supporter, Trade Exhibitor\n\nLanguage Format: Engli
 sh Language, No Photo Taking!
END:VEVENT
END:VCALENDAR
