SIGGRAPH 2019
2019-07-28..2019-08-01
Los Angeles, United States
SIGGRAPH ·
[SIGGRAPH 2017, SIGGRAPH 2018, SIGGRAPH 2019, SIGGRAPH 2021]
| title | author | length |
|---|---|---|
| User Group | Jon Favreau | 01h 33m |
Argues that Fortnite treats the island as the narrative anchor rather than characters and refuses to break player sovereignty, calling that design… | ||
| Real-Time In-Camera VFX for Next-Gen Filmmaking | 02m | |
Epic and partners demonstrate a working pipeline using Unreal Engine plus hardware from ARRI and LED-wall vendors to render and feed live perspective-matched… | ||
| Virtual Production in UE4 | David Hurtubise, Philippe Rebours, Jacob Buck, Joji Tsuruga | 38m |
Overview of UE4 virtual production tools with concrete capabilities and a Fortnite case study: UE4.23 adds a redesigned Multiuser Browser UI, session… | ||
| In-Camera VFX with UE4 | Ryan Mayeda | 47m |
Live virtual production uses Unreal Engine feeding an LED volume with live camera tracking via LiveLink, synchronized across three render machines using… | ||
| Building a Real-Time Digital Human Framework for Live Events | Chad Reddick, Jason Briggs | 13m |
Digital Domain builds a real‑time system inside Unreal Engine that runs live digital humans with autonomous cameras, lighting and character switching; the team… | ||
| Planning Choreographed AR Performances | Lawrence Jones, Justin LaBroad | 18m |
Sequin plans and executes a live AR set for Madonna using Unreal Engine 4 Sequencer, Brainstorm Infinity Set for broadcast compositing, Stype RedSpy/Jib… | ||
| Cinematic Lighting with Emotion | Matt Workman | 15m |
A tool called Cine Tracer is built in Unreal Engine (started from a third-person Blueprint), uses LIDAR scans and marketplace assets, and ships a hybrid… | ||
| A Rewarding Journey | Daniel Gregoire | 27m |
Company timeline shows adoption of Unreal Engine since Epic makes it free in 2015 and documents concrete wins: 90 fps VR prototype for AMD/Oculus, a 4K stereo… | ||
| Inside "Vader Immortal" | Jeff Grebe | 12m |
Vader Immortal Episode I is a cinematic VR experience built for Oculus Quest and Rift using Unreal Engine, aiming for hitch-free, photo‑real visuals that… | ||
| "Rebirth": Leveraging Scan Data in UE4 | Galen Davies | 20m |
Short cinematic "Rebirth" reconstructs Icelandic ecoregions from a month of field scans (dozens of scans, team of ~12 on location) into realtime photoreal… | ||
| Ray Tracing in UE 4.23 | Juan Cañada, Patrick Kelly | 39m |
Unreal Engine adds production-ready ray tracing in 4.23 built on DXR and the refactored RHI, shipping features from 4.22 used to make the “Troll” demo… | ||
| Causing Chaos: Physics and Destruction in UE4 | Jim Van Allen, Matthias Worch, Michael Lentine, Jeff Rous | 45m |
Unreal Engine 4 ships a new Chaos system for real-time destruction that authors fracturing, clustering and connectivity inside the Editor via… | ||
| Light, shadow, and fractal patterns in "emergence" | Dan Rosen, Stephen DeLuca, Euisung Lee, Matt McDonald, Yovel Schwartz, Conor Grebel, Peter Lauridsen | 06m |
Created by Evil Eye Pictures, "emergence" helped kick off the Unreal Engine User Group meeting at SIGGRAPH 2019. Rendered entirely in-engine, the visuals… | ||
| Capacity: The Journey from Pre-Rendered to Real-Time | Benji Thiem | 15m |
Capacity describes moving from GPU Octane renders to a full Unreal Engine pipeline, replacing weeks of frame renders with minutes of iteration and cutting the… | ||
| Sequencer for Linear Animation Workflows | Luis Cataldi | 23m |
Sequencer inside Unreal Engine assembles character and environment animation on a single linear timeline, using possessable vs spawnable workflows to either… | ||
| PBR Workflows | Sean Spitzer | 21m |
Covers a concrete PBR pipeline in Unreal Engine: use albedo, metallic, roughness, normal and AO textures; set specular default to 0.5 and drive roughness from… | ||
| Gaming the Future of Architecture | Greg Schleusner | 15m |
Game engines (Unreal) are used not just for pretty renders but to inject decision logic into buildings: HOK prototypes place an NPC on every chair via the… | ||
| Design Visualization Using UE 4.23 | Daryl Obert | 18m |
Unreal Engine 4.23 demos Datasmith importing 3.5 million‑poly CAD with preserved scene hierarchy, pivots, and metadata into a live scene, plus an HDRI Backdrop… | ||
| Real-Time Archviz | Craig Barr | 21m |
Unreal Engine is presented as a free, production‑proven platform that ingests CAD from Revit, SketchUp, SolidWorks and Cinema 4D via the Datasmith plugin… | ||
| Creating Unreal Visualizations with Twinmotion | Craig Barr | 19m |
Twinmotion is Unreal Engine with a simplified UI that lets users import CAD or Revit models, drag and drop assets, and produce high‑res stills or videos in… | ||
| Spatial Computing and the Future of Enterprise | Tricia Katz | 20m |
Magic Leap presents a production-ready spatial platform: an untethered Magic Leap One (Lightwear, Lightpack, Control), a remote tool that enables… | ||
| User Group Highlights | 02m | |
Demos show real pipelines not promises: an AR setup uses ARKit mixed with hand tracking plus facial motion to drive a live character, previs becomes literal… | ||
| nothing matches | ||