The 4th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
Conference 12-15 December • Exhibition 13-15 December • Hong Kong Convention & Exhibition Centre
Tuesday 13 December | 09:00 - 09:50 | Room S221
Come learn of “Project Pandora” - a joint development between NVIDIA and Autodesk that will provide 3ds Max users with the means to leverage the Amazon cloud to easily scale their local production rendering to meet deadlines without hardware investments. Learn also of how the full 3D scenes can then be interacted with from Flash enabled browsers to take the power of a GPU cluster on the road, or even give to clients for review and approval in interactive realism. The underlying NVIDIA Advanced Rendering technology behind this solution will also be discussed for those wanting to create custom solutions.
For over 20 years, Barton Gawboy has blended management skills with experience in production and engineering. He has previously worked at Mattel Electronics, Symbolics, Information International Inc, Nichimen Graphics, and DreamWorks Feature Animation. He is a partner of Anohana Production Management & Technologies as well as owner of Marina Motion, LLC.
Education and information sharing has been a strong component of the hands-on managing style that Barton has brought to numerous film projects, such as The Prince of Egypt, The King and I (animated), Vertical Limit, Shrek, and Jimmy Neutron: Boy Genius.
Having dabbled in computer music and computer graphics before moving on to animation, Barton focused on methods for practical use of technology, forming channels of communications between product designers and their users. His relationship with mental images started in 1997 while at DreamWorks Feature Animation, when he was on an Advisory committee for what was to become Softimage|XSI. In 2003, he started the Los Angeles mental ray User Group, and in 2004 became part of the mental images team.
With his current focus on mental ray training, user community, and shader development, he realizes his goal to empower both individuals and teams working in the development, production, and technology of animated filmmaking.