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July 19| Los Angeles, California
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Note: The schedule is subject to change.

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Please note that the BoFs on Monday, July 20, are held in-person during SIGGRAPH. Attendees must register through the SIGGRAPH website as ’Full Conference’ or ’Experience’ attendees.

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Type: Session Presention clear filter
Sunday, July 19
 

10:10am PDT

Project Fast-Forward - Carol Payne, Wizard
Sunday July 19, 2026 10:10am - 10:30am PDT
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.
Presenters
avatar for Carol Payne

Carol Payne

Founding Color Science Lead, Wizard
Carol Payne has served as the Technical Steering Committee Chair for OpenColorIO since 2021. She started her career in VFX, working for six years at Industrial Light & Magic, most prominently as Color & Imaging Engineer, and moved to Netflix from 2019-2023 as an Imaging Technologist... Read More →
Sunday July 19, 2026 10:10am - 10:30am PDT
Meeting Room

10:30am PDT

OpenVDB: Major Changes to File Format, NanoVDB and Tools - Dan Bailey, ILM & Ken Museth, NVIDIA
Sunday July 19, 2026 10:30am - 10:50am PDT
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.

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.

In 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.
Presenters
avatar for Ken Museth

Ken Museth

Sr Director of the High-Fidelity Physics Research, NVIDIA
avatar for Dan Bailey

Dan Bailey

Senior Staff Software Engineer, ILM
Dan leads the FX/Crowds Engineering team at ILM where he has been for the past 9 years. He has been a member of the VDB Technical Steering Committee since the adoption of the project into the ASWF and an active contributor to the project since 2014. He won a SciTech Award in 2024... Read More →
Sunday July 19, 2026 10:30am - 10:50am PDT
Meeting Room

10:50am PDT

Productionizing XStudio: A Studio's Journey From Fork To Floor - Julien Hery, Rodeo FX
Sunday July 19, 2026 10:50am - 11:10am PDT
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.
Presenters
avatar for Julien Hery

Julien Hery

VFX Supervisor at Rodeo FX, Rodeo FX
VFX Supervisor Julien Héry’s work includes HBO’s series Dune: Prophecy, Netflix’s biggest hit Stranger Things seasons 4 and 5, Marvel’s Guardians of the Galaxy Volume 3, superhero fan favorite WandaVision, and the critically acclaimed film The Aeronauts. Joining the Rodeo... Read More →
Sunday July 19, 2026 10:50am - 11:10am PDT
Meeting Room

11:40am PDT

OpenColorIO Configs, HDR/SDR Views, and ACES-Aligned Look Design for Japanese 2D Animation - Tomohiro Hasegawa, Imagica Entertainment Media Services, Inc.
Sunday July 19, 2026 11:40am - 12:00pm PDT
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.
Presenters
avatar for Tomohiro Hasegawa

Tomohiro Hasegawa

Color Imaging Engineer, Imagica Entertainment Media Services, Inc.
Tomohiro Hasegawa is a Color Imaging Engineer at Imagica Entertainment Media Services, Inc. in Tokyo, leading R&D in color management, image processing, and machine learning for motion picture workflows. He develops color pipelines and imaging systems for contemporary production... Read More →
Sunday July 19, 2026 11:40am - 12:00pm PDT
Meeting Room

12:00pm PDT

On Color Fidelity: Applying 2D Scene-Referred Color Reproduction Standards to 3D Artwork Reproduction - Scott Geffert, The Metropolitan Museum of Art
Sunday July 19, 2026 12:00pm - 12:20pm PDT

Two 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.

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.

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.
Presenters
avatar for Scott Geffert

Scott Geffert

General Manager, Imaging, The Metropolitan Museum of Art
Scott Geffert is the General Manger of the Metropolitan Museum of Art Imaging Department. Scott is deeply involved with 2D and 3D standards development and is an active member of the International Standards Organization (ISO), the Alliance for Open USD (AOUSD), Academy Software Foundation... Read More →
Sunday July 19, 2026 12:00pm - 12:20pm PDT
Meeting Room

2:20pm PDT

ASC StEM3-VP - Virtual Production Evaluation Assets Joining DPEL - Jim Geduldick, Spaceboy Labs
Sunday July 19, 2026 2:20pm - 2:40pm PDT
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.
Presenters
avatar for Jim Geduldick

Jim Geduldick

Visual Effects / Virtual Production Supervisor / Cinematographer, Spaceboy Labs
Jim Geduldick is a renowned creative innovator whose work spans film, television, animation, visual effects, virtual production, and artificial intelligence. Jim is currently Governor of the Special Visual Effects Peer Group at the Television Academy & the Innovation Advisory Committee... Read More →
Sunday July 19, 2026 2:20pm - 2:40pm PDT
Meeting Room

2:50pm PDT

Building Studio-safe AI Open Source Workflows - Collin Dutter, Griptape
Sunday July 19, 2026 2:50pm - 3:10pm PDT
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.
Presenters
avatar for Collin Dutter

Collin Dutter

Software Engineer, Griptape
Collin Dutter is a Software Engineer on the Griptape team at Foundry. There he maintains the Griptape Framework, a Python framework for building LLM applications, and Griptape Nodes, a node-based tool for automating AI pipelines. Before that, he spent seven years building IoT systems... Read More →
Sunday July 19, 2026 2:50pm - 3:10pm PDT
Meeting Room

3:45pm PDT

Adopting Open Standards: Blender’s Journey on Supporting OpenPBR - Sebastian Herholz & Francesco Siddi, Blender
Sunday July 19, 2026 3:45pm - 4:05pm PDT
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.
Presenters
avatar for Sebastian Herholz

Sebastian Herholz

Senior Developer and Researcher, Blender
Sebastian Herholz is a ray tracing engineer and light transport researcher at Intel.
His main research work focuses on advanced importance sampling techniques such as path guiding.
In 2020, joined Intel to work on making state-of-the-art rendering algorithms ready for daily use... Read More →
avatar for Francesco Siddi

Francesco Siddi

CEO, Blender
Francesco joined Blender in 2012 as a 3D artist and has been contributing to the project ever since in various roles, organizing events, designing and developing software and producing open movie projects.
Sunday July 19, 2026 3:45pm - 4:05pm PDT
Meeting Room

4:35pm PDT

OpenUSD Proposals Across Domains: Challenges and Methodology - Aaron Luk, NVIDIA & Nick Porcino, Pixar
Sunday July 19, 2026 4:35pm - 4:55pm PDT
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.

This 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.

We’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.

From 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.
Presenters
avatar for Aaron Luk

Aaron Luk

Director of Product Management, NVIDIA
Aaron Luk is Director of Product Management leading OpenUSD Ecosystem efforts at NVIDIA, including oversight, integration, and optimization of USD and Hydra paradigms across all components of Omniverse. Previously, Aaron co-developed and deployed USD into production pipelines at... Read More →
avatar for Nick Porcino

Nick Porcino

Sr. Software Engineer, Tools: Story & Editorial, Pixar Animation Studios
I’m a member of the Pixar Story and Editorial Tools team, where we collaborate with Pixar’s storytellers on innovative tools and workflows at every stage of the story creation process, from storyboarding and virtual scouting, to composing media into versions of a film.
Sunday July 19, 2026 4:35pm - 4:55pm PDT
Meeting Room
 
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