lIAD3LAOMTOp5n1H4xMDoxOjBrO-I4W8
The Now and Future of Virtual Reality for Design Visualization
Panel    DV23198
Gaspard Giroud
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, Jeff Mottle
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Description

Join experts in architectural visualization and virtual reality (VR) to discuss the future of VR and its applications in the field of visualization. The last 12 months have seen an unprecedented surge in interest and adoption of VR, augmented reality (AR), and mixed reality (MR) technologies to help visualize architecture. But there are many challenges and uncharted waters ahead. The panelists will discuss how these technologies are being used in practice, where the opportunities lie, and how companies are working around the shortcomings and problems in VR. Whether you’ve been experimenting and implementing these technologies for a while, or you’re just trying to get your head around what’s going on, the panel will cover everything you could want to know about these potentially game-changing technologies.

Key Learnings

  • Learn about the opportunities and challenges with VR/AR/MR technologies in visualization
  • Learn about the various technologies that exist and how they are being used
  • Learn what’s different in this generation of VR/AR/MR technologies, and why they might succeed this time
  • Learn what needs to happen for VR, AR, and MR technologies to succeed in visualization

Speakers

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Gaspard Giroud is a creative director and co-founder of Piranha, a creative studio based in New York City. After studying architecture at École Nationale Supérieure d’Architecture de Paris-La Villette and getting a Master of Science degree from Columbia Graduate School of Architecture, Planning and Preservation through a Fullbright scholarship, Giroud worked as a 3D artist, then visual effects supervisor for postproduction or advertising. In 2009, Giroud co-founded Piranha, a company that started as a motion graphic studio and is now an advertising agency known particularly in the world of architecture branding and visualization. Giroud is also the co-founder of November Yankee, the aerial filming division of Piranha.
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Jeff Mottle is the Founder of CGarchitect Digital Media Corporation (www.cgarchitect.com), the leading online magazine and user community for architectural visualization professionals. He also co-founded the CGschool, that caters exclusively to architectural visualization professionals. Having worked in the industry since 1996, Jeff has been involved in developing and speaking at conferences around the world. He is immersed in many areas of the industry and actively pursues initiatives that help promote the growth of the field, including CGarchitect's yearly Architectural Visualization competition and 3D Awards.
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Joel leads research and design for democratizing AR and VR technology for Architects, Engineers, Construction Professionals, and Manufacturing companies. Joel is a Principal Designer within Autodesk's Media & Entertainment Division. He was hired in 2010 to head design for MotionBuilder in Singapore, and quickly became the Autodesk representative to Weta Digital and Lightstorm Entertainment in a multi-year collaboration to rebuild Autodesk software to suit the Avatar sequels. <br/><br/>In 2007 Joel was hired to lead the Motion Capture Technical Directors at ImageMovers Digital. He was responsible for developing the performance capture pipeline and furthering motion capture technology in film.<br/><br/>In 2001 Joel was employed at Electronic Arts' motion capture studio. He held several positions as a production artist and research & development engineer. During his tenure Joel received numerous accolades for his contributions to motion capture.<br/><br/>Joel graduated from the Vancouver Film School in 2001. His short film, A Cheese Without Cause, won several awards a film festivals throughout North America.
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Scott DeWoody has always had an affinity for art and technology. After seeing the animation being done through computers, he knew he could combine the two. In 2007, he graduated from The Art Institute of Houston with a bachelor’s degree in media arts and animation. There, he focused on lighting and rendering techniques using 3ds Max software, V-Ray for 3ds Max, and Adobe Photoshop software. A day does not go by when he is not using one of these applications. Image quality and workflow are the top priorities in his work. He is constantly studying color theory, composition, and new ways to produce the most effective possible results. He has worked at M. Arthur Gensler Jr. & Associates (Gensler), for the past 8 years as a visualization artist and manager. He has worked for numerous clients, including NVIDIA Corporation, ExxonMobil, and so many more. Currently, he is exploring the new possibilities of architecture in the interactive space with gaming platforms, augmented reality, and virtual reality.
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