BEGIN:VCALENDAR
VERSION:2.0
X-WR-CALNAME:osd2026
X-WR-CALDESC:Event Calendar
METHOD:PUBLISH
CALSCALE:GREGORIAN
PRODID:-//Sched.com Open Source Days 2026//EN
X-WR-TIMEZONE:UTC
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T143000Z
DTEND:20260720T003000Z
SUMMARY:Registration & Badge Pick-Up
DESCRIPTION:\n
CATEGORIES:BREAKS + MEALS + SPECIAL EVENTS
LOCATION:Foyer\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:44cf33a9514f91037a835bd1916dd19a
URL:http://osd2026.sched.com/event/44cf33a9514f91037a835bd1916dd19a
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T163000Z
DTEND:20260719T165000Z
SUMMARY:Keynote: State of the Foundation - David Morin\, Academy Software Foundation
DESCRIPTION:Founded in 2018 by the Academy of Motion Picture Arts and Sciences and The Linux Foundation\, the Academy Software Foundation (ASWF) is the motion picture industry’s premier organization for advancing open source software development.\n\nDavid Morin\, Executive Director of the Academy Software Foundation\, will share updates and milestones from the past year along with a look ahead and what's to come.
CATEGORIES:KEYNOTE SESSIONS
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:df037f2c839b86b5815f06c9aa40280f
URL:http://osd2026.sched.com/event/df037f2c839b86b5815f06c9aa40280f
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T165000Z
DTEND:20260719T171000Z
SUMMARY:Keynote: How to Train Your Renderer: MoonRay’s Journey from DreamWorks’ Dragons to the ASWF - Bill Ballew\, Chief Technology Officer\, DreamWorks Animation
DESCRIPTION:Explore the evolution of MoonRay as it transitions from a proprietary DreamWorks tool to a cornerstone of open-source rendering. &nbsp\;We’ll cover the technical challenges of "breaking out" of the studio\, the strategy and lessons learned on building a sustainable community\, and why the Academy Software Foundation is the vital next chapter for the project and the path forward.\n\n
CATEGORIES:KEYNOTE SESSIONS
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:065bbe472c711e5548efee9a8a266c79
URL:http://osd2026.sched.com/event/065bbe472c711e5548efee9a8a266c79
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T171000Z
DTEND:20260719T173000Z
SUMMARY:Project Fast-Forward - Carol Payne\, Wizard
DESCRIPTION:Project updates (and some TAC stuff) given by the TAC chair. We now have a lot of projects\, and likely folks that don't know about many of them. This would be a chance to highlight cool work on the main stage\, and promote BoFs the following day / town halls.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:d0ba2e209d1b39d3f20e356f307c8fac
URL:http://osd2026.sched.com/event/d0ba2e209d1b39d3f20e356f307c8fac
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T173000Z
DTEND:20260719T175000Z
SUMMARY:OpenVDB: Major Changes to File Format\, NanoVDB and Tools - Dan Bailey\, ILM & Ken Museth\, NVIDIA
DESCRIPTION:OpenVDB was the first project accepted into the ASWF in 2018 and has continued to establish itself as the ubiquitous choice for sparse volumes in VFX and Animation. However\, the file format underlying it has remained unchanged since 2014. The newer tools and techniques available today make a strong case for modernization. \n \n This session will provide an overview of some of the key open-source file formats in use in the VFX and Animation industry today\, and discuss the approaches they have taken to I/O and compression\, before looking at some of the latest libraries and techniques that have become widely adopted. We will do a deep dive into the new OpenVDB file format in which these lessons directly informed the design\, using performance and compression data to provide clear motivation for a breaking change. Finally\, we will share details of our new extensible codec framework and invite the audience to contribute new ideas and develop new codecs to improve on those shipped with OpenVDB.\n\nIn addition to the significant changes to our file format\, we will also briefly go over major changes—especially to NanoVDB—which now supports many novel dynamic (vs. static) applications of sparse volumes on the GPU. This includes constructing grids from meshes and points\, deforming level set surfaces\, merging and pruning grids on the GPU\, as well as fundamental topology operations like morphological dilation. Finally\, we will also talk about new changes to our toolset\, in particular vectorization and vdb_tool.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:d925c60bebc84596b9930e895829fd1f
URL:http://osd2026.sched.com/event/d925c60bebc84596b9930e895829fd1f
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T175000Z
DTEND:20260719T181000Z
SUMMARY:Productionizing XStudio: A Studio's Journey From Fork To Floor - Julien Hery\, Rodeo FX
DESCRIPTION:Open-source DCCs ship a generic core\; studios need something calibrated to their pipeline\, their shows\, and their dailies room. We argue that gap should be closed by small teams shipping in days\, not quarters — and that AI-augmented engineering finally makes that realistic without devolving into vibe coding. When Rodeo FX adopted xStudio\, the upstream release was the foundation. In months\, a small team built the rest: a forked C++ media hook for OCIO and cross-platform paths\, plus 14+ Python plugins — a ShotGrid browser\, auto-conform from track names\, version compare\, notes publishing with annotations\, dailies broadcast\, HUD overlays\, snippets. This talk shares the methodology behind shipping production-grade xStudio extensions on top of an open-source core at studio cadence: what the plugin architecture made easy\, where it bit us\, and which patterns we want to push back upstream so the next adopter doesn't rebuild the scaffolding.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:82568c2d575cdd8bcf4752dcd2eb4a5d
URL:http://osd2026.sched.com/event/82568c2d575cdd8bcf4752dcd2eb4a5d
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T181000Z
DTEND:20260719T184000Z
SUMMARY:Coffee Break
DESCRIPTION:\n
CATEGORIES:BREAKS + MEALS + SPECIAL EVENTS
LOCATION:Foyer\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:210705ce54223990c11c14eb25636cac
URL:http://osd2026.sched.com/event/210705ce54223990c11c14eb25636cac
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T184000Z
DTEND:20260719T190000Z
SUMMARY:OpenColorIO Configs\, HDR/SDR Views\, and ACES-Aligned Look Design for Japanese 2D Animation - Tomohiro Hasegawa\, Imagica Entertainment Media Services\, Inc.
DESCRIPTION:This session presents two color-management case studies from Japanese 2D animation\, based on Tomohiro’s work as a post-production engineer collaborating with production teams and introducing OpenColorIO workflows. The production case discusses a tailored OpenColorIO config and HDR/SDR tone mapping developed after evaluating ACES configs and ACES RRT. It focuses on preserving painted artwork colors while extending digitally created light and optical effects in HDR\, and sharing SDR/HDR views between production and post-production. The remastering case discusses ADX encoding of film scans and LMT-compatible look design informed by print timing values\, CMY dye transmittance\, and projection light spectra. It focuses on reproducing color close to the original print while adapting a print-derived look for HDR delivery. The session shares reusable requirements and design patterns for OpenColorIO configs\, HDR/SDR view design\, ACES-aligned Look Transform design\, and validation.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:d8cd047bee6c8f4c5654400d41c92f64
URL:http://osd2026.sched.com/event/d8cd047bee6c8f4c5654400d41c92f64
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T190000Z
DTEND:20260719T192000Z
SUMMARY:On Color Fidelity: Applying 2D Scene-Referred Color Reproduction Standards to 3D Artwork Reproduction - Scott Geffert\, The Metropolitan Museum of Art
DESCRIPTION:\nTwo decades ago Van Gogh’s painting of Two Sunflowers played a key role in shaping best practice for artwork reproduction that ultimately led to international standards. These standards defined scene-referred imaging validation techniques used worldwide to this day for artwork reproduction. \n \n In July 2025 the Metropolitan Museum of Art Imaging team set out to create new 2D and 3D images of this same painting to explore objective color validation techniques for 3D scenes. The project was an opportunity to invite experts from the AOUSD community to be onsite at the Met studios for this important capture session to gain insight into the cultural heritage imaging community. \n \n In this presentation\, Scott Geffert will share the results of this special imaging session and the efforts underway to develop open tools to improve color fidelity for 3D renditions and online representations.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:f8d3a057a41fc9eea9a639da9097cb36
URL:http://osd2026.sched.com/event/f8d3a057a41fc9eea9a639da9097cb36
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T192000Z
DTEND:20260719T194000Z
SUMMARY:The State of Lens Metadata in VFX: An Open Survey for Better Pipelines - Sevag Chamelian\, Digital Camera Systems - DCS
DESCRIPTION:Lens metadata should connect what happened on set to what happens in post\, but in many productions it is incomplete\, mistrusted or lost before it reaches VFX. In this 10-minute lightning talk\, Gary Keller\, General Manager of DCS\, will introduce an industry survey designed to measure where lens metadata breaks down\, how often it affects matchmove\, layout\, compositing and virtual production workflows\, and what developers need from camera\, lens\, metadata and pipeline vendors. The talk will explain why DCS is running the survey\, how the anonymised findings will be shared openly\, and how the data can support better open-source tooling\, interoperability and standards discussions. Attendees will leave with a clearer view of the problem\, an invitation to contribute\, and a practical dataset they can use to inform future pipeline work.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:d2c3692a4ccc416ff3f6ae48996492a9
URL:http://osd2026.sched.com/event/d2c3692a4ccc416ff3f6ae48996492a9
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T193000Z
DTEND:20260719T210000Z
SUMMARY:Attendee Lunch
DESCRIPTION:\n
CATEGORIES:BREAKS + MEALS + SPECIAL EVENTS
LOCATION:Foyer\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:33ae2a02c646632559dfe704420068b0
URL:http://osd2026.sched.com/event/33ae2a02c646632559dfe704420068b0
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T210000Z
DTEND:20260719T212000Z
SUMMARY:Keynote Sessions To Be Announced
DESCRIPTION:\n
CATEGORIES:KEYNOTE SESSIONS
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:92783d688fe05e1610f55749442f9877
URL:http://osd2026.sched.com/event/92783d688fe05e1610f55749442f9877
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T212000Z
DTEND:20260719T214000Z
SUMMARY:ASC StEM3-VP - Virtual Production Evaluation Assets Joining DPEL - Jim Geduldick\, Spaceboy Labs
DESCRIPTION:Because of new developments in realtime game engines and large LED volumes\, in-camera visual effects (ICVFX) has become a common form of virtual production used by cinematographers and filmmakers worldwide. Yet there is no Standard Evaluation Material for ICVFX available to filmmakers. Developed by the Motion Imaging Technology Council (MITEC) of the American Society of Cinematographers (ASC)\, the Standard Evaluation Material 3 project for virtual production (StEM3-VP) will provide freely and readily available content on the ASWF Digital Production Example Library (DPEL) to help filmmakers evaluate in-camera visual effects stages.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:0d891cb489c83d78270751c9a6312e8c
URL:http://osd2026.sched.com/event/0d891cb489c83d78270751c9a6312e8c
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T214000Z
DTEND:20260719T215000Z
SUMMARY:Tiled Mipmap Video: OpenAPV in Unreal Engine 5.8 - Ryan Mayeda\, Epic Games
DESCRIPTION:Unreal Engine 5.8 introduces the new Tiled Mipmap Video format\, which delivers high-performance in-engine video playback with tiled streaming\, smooth scrubbing\, HDR support\, and efficient compression\, reducing the storage and bandwidth demands of high-resolution EXR workflows for ICVFX and live event production. TMV is an extension to the OpenAPV codec and this talk details Epic Games' work to design and build the feature as well as its collaboration with the Academy Software Foundation to contribute it to the open source community.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:8d146ad596a0b39300e43906cead03c5
URL:http://osd2026.sched.com/event/8d146ad596a0b39300e43906cead03c5
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T215000Z
DTEND:20260719T221000Z
SUMMARY:Building Studio-safe AI Open Source Workflows - Collin Dutter\, Griptape
DESCRIPTION:Security\, trust\, and code safety is a top priority for VFX\, animation\, and production studios. New AI resources are coming to market daily\, but adoption can’t come at the risk of safety and security. While solutions built on open source technology have clear benefits\, from reducing operational costs to simplified licensing\, customizations and modifications without the right guardrails may introduce risks. Implemented with the right protections\, open source AI orchestration is allowing studios and independent creators alike to accelerate and unlock new workflows with the latest AI models while maintaining control and security. Additionally\, when Apache 2.0 is used\, as opposed to other license options\, studios have more agency over development and deeper control over pipeline access. This session will cover key considerations\, benefits and practical tips for integrating AI within production-grade environments using open source.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:6558e5a42d839c38be8eddc8d6824d06
URL:http://osd2026.sched.com/event/6558e5a42d839c38be8eddc8d6824d06
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T221000Z
DTEND:20260719T224000Z
SUMMARY:Coffee Break
DESCRIPTION:\n
CATEGORIES:BREAKS + MEALS + SPECIAL EVENTS
LOCATION:Foyer\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:406c2ad4d4bb7f39078fc9eda094a06c
URL:http://osd2026.sched.com/event/406c2ad4d4bb7f39078fc9eda094a06c
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T224500Z
DTEND:20260719T230500Z
SUMMARY:Adopting Open Standards: Blender’s Journey on Supporting OpenPBR - Sebastian Herholz & Francesco Siddi\, Blender
DESCRIPTION:Industry standards like MaterialX\, USD\, and OpenPBR are key to enabling collaboration between individual artists and across production pipelines that use different DCC applications. OpenPBR is a unified shading model that allows artists to design and share assets between different applications while preserving their appearance. In this talk\, we will present insights into Blender’s journey toward adopting OpenPBR support. We will discuss the challenges we faced during our integration\, including discrepancies between our OSL backend\, which used code generated by MaterialX’s OSL code generator\, and our strictly spec-based implementation in Cycles’ own SVM shading system. To analyze these discrepancies\, we collaborated with the OpenPBR team and began developing a testing framework to compare the appearance of different OpenPBR material setups across renderers (e.g.\, Cycles\, Arnold\, or Adobe's OpenPBR library). The framework will improve consistency in the future\, when using OpenPBR.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:7433be7da19e41868a50952783ccd248
URL:http://osd2026.sched.com/event/7433be7da19e41868a50952783ccd248
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T230500Z
DTEND:20260719T231500Z
SUMMARY:Advancing Physically Based Rendering in OpenUSD: MaterialX and OpenPBR in Production - Frankie Liu\, NVIDIA
DESCRIPTION:his session explores the growing convergence of OpenUSD\, MaterialX\, and OpenPBR as a unified open-source rendering pipeline for VFX and animation production. Speaker presents the latest developments in how MaterialX shader networks and OpenPBR material definitions are being authored\, exchanged\, and rendered within USD-based pipelines. The session covers practical integration patterns\, interoperability challenges solved in recent open-source releases\, and a demonstration of an open-source reference renderer that exercises the full USD + MaterialX + OpenPBR stack. Attendees will leave with a concrete understanding of the current state of physically based shading in open-source pipelines and actionable guidance for adopting these standards in their own studio workflows.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:30d32a881210c0f1be223dadec438da1
URL:http://osd2026.sched.com/event/30d32a881210c0f1be223dadec438da1
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T231500Z
DTEND:20260719T232500Z
SUMMARY:Bringing Arbitrary MaterialX BSDF Networks To RenderMan XPU - Francisco Gonzalez\, Pixar Animation Studios
DESCRIPTION:In this presentation we will talk about the cross Lucasfilm/Pixar collaboration to bring arbitrary MaterialX BSDF networks to RenderMan XPU. We'll highlight the approach we took to allow the same source code to run seamlessly on CPU and GPUs -- opening the door to MaterialX Standard Surface and OpenPBR. We will use a new asset we will make available to the community as the basis for our talk.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:9d911c36d3a5449c0c6646048c70dcdf
URL:http://osd2026.sched.com/event/9d911c36d3a5449c0c6646048c70dcdf
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T232500Z
DTEND:20260719T233500Z
SUMMARY:A Reference Renderer for OpenUSD Interoperability - Anders Langlands\, NVIDIA
DESCRIPTION:In order to achieve the dream of reliable\, consistent results in lighting and materials across OpenUSD applications\, we need a reference implementation and compliance test suite for the various emerging standards across such projects as UsdLux and MaterialX for developers and users to refer to. This talk describes an open-source\, cross-platform\, reference path tracer implemented as an extension to the OpenUSD hdEmbree delegate. Developed by engineers at NVIDIA\, this path tracer builds on the rich ecosystem of open-source foundations such as MaterialX and OpenQMC to provide a framework for the community to share knowledge and development of rendering standards that will enable seamless rendering interoperability.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:cafc693179b809d4f1f72bcfb8ba1280
URL:http://osd2026.sched.com/event/cafc693179b809d4f1f72bcfb8ba1280
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T233500Z
DTEND:20260719T235500Z
SUMMARY:OpenUSD Proposals Across Domains: Challenges and Methodology - Aaron Luk\, NVIDIA & Nick Porcino\, Pixar
DESCRIPTION:One of the primary challenges with OpenUSD proposals is aligning on the problem statement that cross-domain communities agree on. OpenUSD’s reach extends beyond film and animation\, into gaming\, robotics\, simulation\, and geospatial analytics. That growth strains the proposal process - the community is increasingly diverse with unique\, domain specific requirements and procedures. Groups new to USD\, with their own vocabulary and experience must agree not just on solutions\, but first a common understanding must be built on what problem is being solved.\n\nThis session covers the methodology used across many proposals to meet this challenge. A clear\, agreed-upon problem statement\, not a solution\, is the first gate– and the real work there is disentangling terminology collisions\, and stepping back from USD itself to state a concern in neutral terms.\n\nWe’ll show how this serves both cross-cutting concerns (Source Identifiers\, Authorship\, IP Protection\, and Profiles) and domain-specific features like LOD\, Image Planes\, BReps\, and Geospatial\, with Profiles the key mechanism for bucketing discussions\, audiences\, and priorities.\n\nFrom this presentation\, attendees leave knowing how to read a proposal\, write a problem statement the community can reason about\, and engage through proposal PRs\, prototypes\, and AOUSD.
CATEGORIES:SESSION PRESENTION
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:6190c33bddfdcdec1e09a6b1d128ecfc
URL:http://osd2026.sched.com/event/6190c33bddfdcdec1e09a6b1d128ecfc
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260719T235500Z
DTEND:20260720T000500Z
SUMMARY:BowerBot: A Tool-Based AI Agent for Production OpenUSD - Arturo Morales Rangel\, Binary Core LLC
DESCRIPTION:BowerBot started as a way to import assets from different sources like Sketchfab and place them into OpenUSD scenes organized the way production pipelines expect\, so artists could focus on refining layout composition instead of fixing layer structure. The project has since grown into an Apache 2.0 open-source AI agent that authors full OpenUSD scenes from natural language while following guidelines from the Academy Software Foundation\, Pixar\, NVIDIA\, and the Alliance for OpenUSD. Unlike AI tools that generate Python code on the fly\, BowerBot uses a tool-based architecture. The agent calls a fixed set of pre-built tools that wrap the pxr Python bindings\, with ASWF guidelines enforced inside the tool implementations. BowerBot's plugin system lets studios connect their own asset managers and pipeline tools as skills. The session covers the architecture\, the patterns it enforces\, and why tool-based agents produce more reliable USD than code-generating alternatives.
CATEGORIES:LIGHTNING TALK
LOCATION:Meeting Room\, Los Angeles\, CA\, USA
SEQUENCE:0
UID:55ce87b757333b8c722b09ac96fe4931
URL:http://osd2026.sched.com/event/55ce87b757333b8c722b09ac96fe4931
END:VEVENT
BEGIN:VEVENT
DTSTAMP:20260607T233148Z
DTSTART:20260720T003000Z
DTEND:20260720T020000Z
SUMMARY:Beers of a Feather
DESCRIPTION:Catch up with old friends and make new ones during our popular Beers of a Feather social event at Prank Bar.
CATEGORIES:BREAKS + MEALS + SPECIAL EVENTS
LOCATION:Prank Bar\, 1100 S Hope St\, Los Angeles\, CA 90015
SEQUENCE:0
UID:8f6272632493864a13d917bf3c78ad46
URL:http://osd2026.sched.com/event/8f6272632493864a13d917bf3c78ad46
END:VEVENT
END:VCALENDAR
