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Why You Should Attend

Pipeline conference is a truly global conference that attracts professionals from VFX, Animation, Gaming and Immersive media.

Its an one-of-a-kind event where you can learn and share the latest developments in CG Production Pipeline with the Industry experts.

Join in the experience to promote, elevate and evolve our profession and our industry.

Speakers

Hank DriskillCTO, Blue Sky Studios

Hank Driskill joined Blue Sky Studios as Chief Technology Officer in January 2018, and has been evolving the studio's pipeline process through the introduction of new systems, software as well as leveraging open source technologies. Hank also led the charge for Blue Sky to become a founding member of the Academy Software Foundation. Prior to Blue Sky Studios, he spent 20 years at Walt Disney Animation Studios as part of the studio's leadership, serving as Technical Supervisor on films such as BOLT, BIG HERO 6 and MOANA.

Hank holds bachelor degrees in both Computer Science and Astronomy from the University of Kansas, and a PhD in Computer Science from the University of Utah. He embarked on his professional career at Digital Domain, where he helped bring films such as APOLLO 13, DANTE'S PEAK, FIFTH ELEMENT and TITANIC to life.

Hank DriskillCTO, Blue Sky Studios

Hank Driskill joined Blue Sky Studios as Chief Technology Officer in January 2018, and has been evolving the studio's pipeline process through the introduction of new systems, software as well as leveraging open source technologies. Hank also led the charge for Blue Sky to become a founding member of the Academy Software Foundation. Prior to Blue Sky Studios, he spent 20 years at Walt Disney Animation Studios as part of the studio's leadership, serving as Technical Supervisor on films such as BOLT, BIG HERO 6 and MOANA.

Hank holds bachelor degrees in both Computer Science and Astronomy from the University of Kansas, and a PhD in Computer Science from the University of Utah. He embarked on his professional career at Digital Domain, where he helped bring films such as APOLLO 13, DANTE'S PEAK, FIFTH ELEMENT and TITANIC to life.

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Cristin BarghielVice President of Product Development, SideFX

Cristin Barghiel joined the company in 1993 as 3D Software Developer on a project that would later become SideFX’s procedural VFX and animation package, Houdini. Under his stewardship, Houdini has grown to become one of the most respected and widely used visual effects software worldwide. In 2018, Cristin was co-recipient of the Scientific and Engineering Academy Award for contributions to the design and architecture of Houdini. A year later, he was co-recipient of the Technology and Engineering Emmy Award for cost effective crowd simulation. Cristin is a member of the Visual Effects Society and the VFX Platform Committee. He also represents SideFX as founding members of the Academy Software Foundation.

Cristin BarghielVice President of Product Development, SideFX

Cristin Barghiel joined the company in 1993 as 3D Software Developer on a project that would later become SideFX’s procedural VFX and animation package, Houdini. Under his stewardship, Houdini has grown to become one of the most respected and widely used visual effects software worldwide. In 2018, Cristin was co-recipient of the Scientific and Engineering Academy Award for contributions to the design and architecture of Houdini. A year later, he was co-recipient of the Technology and Engineering Emmy Award for cost effective crowd simulation. Cristin is a member of the Visual Effects Society and the VFX Platform Committee. He also represents SideFX as founding members of the Academy Software Foundation.

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Daniel Frith3D Business Area Manager, IKEA Communications

Having started in 3D Computer Graphics in 1993, Daniel has worked across a large range of industries around the topic from simulation, computer games, film, television, marketing and communication and retail. Daniel has led both small and large teams in both an agile and production-based environment as well as running his own company providing 3D development, production and technologies to a large range of partners.
Daniel joined IKEA Communications in 2017 to lead the 3D Business. This involved 3 different businesses from 3D Models, Assembly Instructions and the 3D Artist group, producing images for the IKEA Catalogue and Brochures, 3D Models digitally replicating the physical product and conversions to multi-channel formats. The organizational need for 3D has increased dramatically and the 3D Business is now supporting most of IKEA to meet the customer in many different areas in an innovative and inspiring way.

Daniel Frith3D Business Area Manager, IKEA Communications

Having started in 3D Computer Graphics in 1993, Daniel has worked across a large range of industries around the topic from simulation, computer games, film, television, marketing and communication and retail. Daniel has led both small and large teams in both an agile and production-based environment as well as running his own company providing 3D development, production and technologies to a large range of partners.
Daniel joined IKEA Communications in 2017 to lead the 3D Business. This involved 3 different businesses from 3D Models, Assembly Instructions and the 3D Artist group, producing images for the IKEA Catalogue and Brochures, 3D Models digitally replicating the physical product and conversions to multi-channel formats. The organizational need for 3D has increased dramatically and the 3D Business is now supporting most of IKEA to meet the customer in many different areas in an innovative and inspiring way.

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Doug ShermanPrincipal Engineer, Dreamworks Animation

Doug Sherman is a Principal Engineer/Architect overseeing Infrastructure and Microservices Development at DreamWorks Animation. He's enjoyed designing and writing infrastructure and resource management software solutions over the last twenty years having worked at entertainment companies such as Warner Bros, Dream Quest Images and Disney Feature Animation. Currently, he's pursuing leveraging technologies such as cloud-deployed Microservices along with high scale resources to enable a globally distributed animated film production pipeline.

Doug ShermanPrincipal Engineer, Dreamworks Animation

Doug Sherman is a Principal Engineer/Architect overseeing Infrastructure and Microservices Development at DreamWorks Animation. He's enjoyed designing and writing infrastructure and resource management software solutions over the last twenty years having worked at entertainment companies such as Warner Bros, Dream Quest Images and Disney Feature Animation. Currently, he's pursuing leveraging technologies such as cloud-deployed Microservices along with high scale resources to enable a globally distributed animated film production pipeline.

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Francesco GiordanaPrincipal Architect, MPC

Francesco is a Principal Architect at MPC, with a background in both Games and VFX, focusing on the use of real-time technologies applied to film making. Having worked on both AAA games and Oscar-winning films, he is now dedicated mostly to virtual production, as the architect and development lead for Genesis, Technicolor's virtual production platform.

Francesco GiordanaPrincipal Architect, MPC

Francesco is a Principal Architect at MPC, with a background in both Games and VFX, focusing on the use of real-time technologies applied to film making. Having worked on both AAA games and Oscar-winning films, he is now dedicated mostly to virtual production, as the architect and development lead for Genesis, Technicolor's virtual production platform.

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Martin EnthedIKEA Digital Lab Manager, IKEA Communications

Since the early 90s, Martin has been engaged in all aspects of 3D and Computer Graphics: from programming to modelling, animating and rendering. He has lead teams working on computer-generated imagery (CGI) for a number of global companies.
In 2007, he joined IKEA Communications AB, an in-house agency of IKEA where he established professional 3D processes within IKEA. This entailed creating standards and tools, as well as workflows for working with large scale 3D in a truly global environment. Since 2011, he was Development and Operations IT Manager. Currently, Martin is leading IKEA Digital Lab, focusing on cutting-edge VR/AR innovations and applications, placing the lab at the forefront of global industry design.

Martin EnthedIKEA Digital Lab Manager, IKEA Communications

Since the early 90s, Martin has been engaged in all aspects of 3D and Computer Graphics: from programming to modelling, animating and rendering. He has lead teams working on computer-generated imagery (CGI) for a number of global companies.
In 2007, he joined IKEA Communications AB, an in-house agency of IKEA where he established professional 3D processes within IKEA. This entailed creating standards and tools, as well as workflows for working with large scale 3D in a truly global environment. Since 2011, he was Development and Operations IT Manager. Currently, Martin is leading IKEA Digital Lab, focusing on cutting-edge VR/AR innovations and applications, placing the lab at the forefront of global industry design.

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Michael KassDistinguished Engineer and Omniverse Architect, NVIDIA

Michael Kass is a distinguished engineer at NVIDIA and the architect of NVIDIA Omniverse, NVIDIA's platform and pipeline for collaborative 3D content creation based on USD. Before joining NVIDIA, he spent 18 years at Pixar, contributing to films from "A Bug's LIfe" through "Monsters University." Michael received a Scientific and Technical Academy Award in 2005, the SIGGRAPH Computer Graphics Achievement Award in 2009, and was inducted into the SIGGRAPH Academy in 2018. He holds 29 issued U.S. patents, and was honored in 2018 as Inventor of the Year by the NY Intellectual Property Law Association.

Michael KassDistinguished Engineer and Omniverse Architect, NVIDIA

Michael Kass is a distinguished engineer at NVIDIA and the architect of NVIDIA Omniverse, NVIDIA's platform and pipeline for collaborative 3D content creation based on USD. Before joining NVIDIA, he spent 18 years at Pixar, contributing to films from "A Bug's LIfe" through "Monsters University." Michael received a Scientific and Technical Academy Award in 2005, the SIGGRAPH Computer Graphics Achievement Award in 2009, and was inducted into the SIGGRAPH Academy in 2018. He holds 29 issued U.S. patents, and was honored in 2018 as Inventor of the Year by the NY Intellectual Property Law Association.

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Mike WuetherickHead of Tech, Innovation Group, Unity Technologies

Over the past 18 years, Mike Wuetherick has worked with some of the biggest names in the world, shipping over a dozen titles with Unity for classic IP like Pacman / Katamari Damacy, as well as a wide range of brands like Redbull, and Iron Maiden. For the past 3 years, as the Head of Technology for Unity’s Innovation Group, Mike has lead numerous projects, most notably Baymax Dreams (which won Unity their first Technical Emmy in 2019) as well as the collaboration with Oats Studios for Adam Episode 2 & 3.

Mike WuetherickHead of Tech, Innovation Group, Unity Technologies

Over the past 18 years, Mike Wuetherick has worked with some of the biggest names in the world, shipping over a dozen titles with Unity for classic IP like Pacman / Katamari Damacy, as well as a wide range of brands like Redbull, and Iron Maiden. For the past 3 years, as the Head of Technology for Unity’s Innovation Group, Mike has lead numerous projects, most notably Baymax Dreams (which won Unity their first Technical Emmy in 2019) as well as the collaboration with Oats Studios for Adam Episode 2 & 3.

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Simon InwoodCEO, Imaginary Spaces

Simon Inwood has over 20 years of experience building pipeline tools for 3D animation, VFX, and game studios. As the CEO of Imaginary Spaces, he helps animation studios adopt real-time game engine technology. Most recently, we have been working with Unity Technologies supporting their real-time filmmaking vision. Real-time productions include helping Digital Dimension build an Unreal pipeline for Zafari session one. His background includes being an Autodesk M&E consultant, head of Softimage’s production support and lead of the Softimage scripting and SDK team.

Simon InwoodCEO, Imaginary Spaces

Simon Inwood has over 20 years of experience building pipeline tools for 3D animation, VFX, and game studios. As the CEO of Imaginary Spaces, he helps animation studios adopt real-time game engine technology. Most recently, we have been working with Unity Technologies supporting their real-time filmmaking vision. Real-time productions include helping Digital Dimension build an Unreal pipeline for Zafari session one. His background includes being an Autodesk M&E consultant, head of Softimage’s production support and lead of the Softimage scripting and SDK team.

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Quentin AugerHead of Technology, Studio 100 Animation

Quentin is an Industrial Design Engineer from U.T.C., France, turned 3D animator after getting hooked on CGI technologies in the automotive industry and going back to school at Gobelins Animation School in the late 90’s. Since then, his engineering background took over and he became as excited at the technical aspects of 3D animation as he was with animating itself. He gathered experience in a wide range of jobs from Animator, to Rigger, to Rigging Sup, to Pipeline TD and Sup in various studios in a handful of countries in Europe and the USA (at Industrial Light & Magic, San Francisco). He taught at Gobelins School and gave conferences about rigging at Disney Animation Studios and VR-fueled pipelines at Annecy MIFA and RADI conventions. Since 2011, he is Studio 100 Animation’s Head of Technology, dealing with 3D and 2D animation pipeline considerations, now mostly developing & evangelizing about using Real Time technologies in animation pipelines.

Quentin AugerHead of Technology, Studio 100 Animation

Quentin is an Industrial Design Engineer from U.T.C., France, turned 3D animator after getting hooked on CGI technologies in the automotive industry and going back to school at Gobelins Animation School in the late 90’s. Since then, his engineering background took over and he became as excited at the technical aspects of 3D animation as he was with animating itself. He gathered experience in a wide range of jobs from Animator, to Rigger, to Rigging Sup, to Pipeline TD and Sup in various studios in a handful of countries in Europe and the USA (at Industrial Light & Magic, San Francisco). He taught at Gobelins School and gave conferences about rigging at Disney Animation Studios and VR-fueled pipelines at Annecy MIFA and RADI conventions. Since 2011, he is Studio 100 Animation’s Head of Technology, dealing with 3D and 2D animation pipeline considerations, now mostly developing & evangelizing about using Real Time technologies in animation pipelines.

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Ryan MayedaProduct Manager, Epic Games

Ryan is a Product Manager with over ten years experience in Media/Entertainment pipeline development and cloud-based workflows. After graduating from the University of California, Berkeley, he landed at Industrial Light + Magic, the best possible place to learn the ins and outs of VFX production. From there, he moved to Digital Domain, one of the most influential VFX studios in the world and winner of multiple Academy awards, where he oversaw both internal software development and external software integration within the studio pipeline. He next joined Shotgun Software when it was a startup and continued through its acquisition by Autodesk to help move the platform forward, pushing both feature and business development from concept to market with an emphasis on productizing the pipeline. Most recently, he embraced a new role at Epic Games, where he can apply his experience in pipelines toward bridging elements of games-style real-time workflows into the Media/Entertainment space.

Ryan MayedaProduct Manager, Epic Games

Ryan is a Product Manager with over ten years experience in Media/Entertainment pipeline development and cloud-based workflows. After graduating from the University of California, Berkeley, he landed at Industrial Light + Magic, the best possible place to learn the ins and outs of VFX production. From there, he moved to Digital Domain, one of the most influential VFX studios in the world and winner of multiple Academy awards, where he oversaw both internal software development and external software integration within the studio pipeline. He next joined Shotgun Software when it was a startup and continued through its acquisition by Autodesk to help move the platform forward, pushing both feature and business development from concept to market with an emphasis on productizing the pipeline. Most recently, he embraced a new role at Epic Games, where he can apply his experience in pipelines toward bridging elements of games-style real-time workflows into the Media/Entertainment space.

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