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