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TZID:America/Los_Angeles
X-LIC-LOCATION:America/Los_Angeles
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TZOFFSETFROM:-0800
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TZNAME:PDT
DTSTART:19700308T020000
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DTSTART:19701101T020000
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BEGIN:VEVENT
DTSTAMP:20260417T190158Z
LOCATION:West Building\, Ballroom AB
DTSTART;TZID=America/Los_Angeles:20250813T161500
DTEND;TZID=America/Los_Angeles:20250813T171500
UID:siggraph_SIGGRAPH 2025_sess179_pros_106@linklings.com
SUMMARY:Sand, Light, and Holograms: Image Engine’s VFX in Dune: Prophecy
DESCRIPTION:Martyn Culpitt, Viktoria Rucker, Adrien Vallecilla, Xander Ken
 nedy, and Daniel Bigaj (Image Engine)\n\nEnter the world of Dune: Prophecy
  and discover how Image Engine helped bring this iconic universe to life t
 hrough visual effects.\n\nIn this session, Image Engine shares how a conce
 pt-first approach, streamlined workflows, and technical problem-solving al
 lowed us to deliver some of the series’ most ambitious sequences, ranging 
 from the vast genetic memory library inside a Thinking Machine to massive 
 sand simulations featuring the legendary sandworm.\n\nWe’ll break down how
  our pipeline enabled scalable, collaborative solutions for complex challe
 nges across departments. From the intricacies of animation-driven hologram
 s to the technical demands of simulating cascading sand, attendees will wa
 lk away with valuable insights and practical takeaways they can apply to t
 heir own work.\n\nKey topics include:\n\nConcept-Driven Approach: How we u
 sed early concept art and reference studies to align creative vision with 
 the client, gaining buy-in before production began.\n\nStreamlined Pipelin
 e: See how our FX library card swap pipeline, batchable templates, and att
 ribute-driven setups helped smaller teams work more efficiently without sa
 crificing quality.\n\nGenetic Library: Explore the design and lighting of 
 Anirul, the vast genetic archive, as well as how our custom tools allowed 
 animation to drive holographic FX that lit the scene and reflected in real
  time.\n\nLarge-Scale Environment FX: Learn how we handled desert and stor
 m simulations at scale, including tricks to manage heavy particle FX while
  maintaining art direction.\n\nHolograms: Get a look at how we built the c
 omplex, multi-camera holographic war table, featuring hundreds of procedur
 ally generated projectors and lights, and aligned outputs across departmen
 ts for seamless integration.\n\nWhether you're a student, generalist, or p
 ipeline developer, this talk offers an approachable, behind-the-scenes loo
 k at how Image Engine tackled complex sequences through early concept alig
 nment, creative problem solving, and efficient pipeline design.\n\nInteres
 t Area: Production & Animation\n\nRecording: Livestreamed, Recorded\n\nKey
 word: Animation, Industry Insight, Lighting, Pipeline Tools and Work\n\nRe
 gistration Category: Full Conference, Virtual Access, Wednesday\n\n
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