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O3DECon 2021 has ended
October 11-12, 2021
Los Angeles, CA, USA + Virtual
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Please note: This schedule is automatically displayed in Pacific Daylight Time (UTC -7). To see the schedule in your preferred timezone, please select from the drop-down menu to the right, above "Filter by Date." The schedule is subject to change.

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Session [clear filter]
Tuesday, October 12
 

9:00am PDT

Welcome + State of the Union - Royal O'Brien, Linux Foundation
Speakers
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →


Tuesday October 12, 2021 9:00am - 9:15am PDT
Platinum Ballroom E

9:15am PDT

O3DE Sounds Great How Do I Get Involved! - Amy Marrich, Red Hat & Royal O'Brien, Linux Foundation
O3DE is a new project with.a new community. The goal of this session is to help people interested in joining the project to learn about the tools used, the project's processes, and how to get involved not just as a user but as a contributor. During this session, we will introduce attendees to the tools we use including Discord, the mailing lists and Calendar. In addition, we will go over the basics of the GitHub workflow and how O3DE uses it as well as project specific processes. These processes will include how SiGs are utilized for tasks such as meeting agendas, both code and documentation contributions, as well as other processes.

Speakers
avatar for Amy Marrich

Amy Marrich

Open Source Evangelist, Red Hat
Amy Marrich is an Open Source Evangelist at Red Hat. She currently serves as the Chair of the CentOS Project and on the Open Infrastructure Foundation Board of Directors and the CHAOSS Projects Governing Board. In addition she serves on the OpenStack Technical Committee, as chair... Read More →
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →



Tuesday October 12, 2021 9:15am - 9:45am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

9:45am PDT

O3DE Build System - Esteban Papp, Amazon
Esteban will present an Introduction to O3DE's Build System. His presentation will cover CMake's basis and O3DE specific behavior/functionality, including insights to the history and decisions that were made. He will cover O3DE's CMake main functions and organization, including how to declare targets, gems and projects. His presentation will focus on the "build point of view". He will also cover 3rdParty functionality, runtime dependencies and “install”.

Speakers
avatar for Esteban Papp

Esteban Papp

Sr. Software Dev Engineer, AWS
Esteban has been working on O3DE/Lumberyard for over 4 years. He has worked on Animation, Optimizations, Memory improvements, and the Platform Abstraction Layer; he has also led the effort to migrate the build system to CMake; and has helped with Infrastructure/CI. He lately has been... Read More →



Tuesday October 12, 2021 9:45am - 10:15am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

10:45am PDT

Lightning Talk: Shading and Material Modularity in Atom - Anton Michels, Amazon
Join Anton Michels for a 10 min lightning talk as he delves into the approaches Atom takes to make authoring materials with various shading models easy and simple. Notably, Atom allows for complete replacement of the underlying BRDF in a material shader without the need to duplicate any of the light loop code. By the end, attendees will have a firm grasp on how Atom's lighting models are set up and understand how to extend the Atom renderer with their own lighting models. This talk is for advanced users and assumes working knowledge of shader code and lighting models.

Speakers
AM

Anton Michels

Rendering Lead, Amazon
Lead graphics engineer at Amazon working on O3DE, author of the Atom Pass System and owner of the rendering features domain.



Tuesday October 12, 2021 10:45am - 10:55am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Advanced
  • Slides Attached Yes

10:55am PDT

Lightning Talk: Portable Look Development, from DCC Tool to O3DE - Jonny Galloway, Amazon 
O3DE and the Atom renderer are a capable 'physically based' (PBR) real-time rendering engine but many artists perform content creation, pre-visualization and look development in upstream Digital Content Creation (DCC) tools before they bring data into the Editor environment. Jonny will show us some examples of 'Portable Look Development' to share materials and lighting across the toolchain.

Speakers
avatar for Jonny Galloway

Jonny Galloway

Sr. Design Technologist, Amazon
Jonny Galloway is Sr. Design Technologist at Amazon working on technology, tools and workflows for creative professionals like video game developers and others who need the best in 3D and Realtime Rendering tool-sets. He started in 1993 as a Media Service Intern making 3D clip art... Read More →


Tuesday October 12, 2021 10:55am - 11:05am PDT
Platinum Ballroom E
  Session

11:05am PDT

Lightning Talk: Demystify the Json Serialization - Ronald Koppers, Amazon
The Settings Registry, Materials, Prefabs and FBX Settings all use the new Json Serialization system, but what does the Json Serialization do and -equally important- what does it not do? In this lightning talk Ronald will go over the history and motivations behind the Json Serialization. Along the way features will be highlighted and myths will be dispelled. The talk will close with a quick look at what the future holds for Json Serialization.

Speakers
avatar for Ronald Koppers

Ronald Koppers

Senior Software Development Engineer, Amazon Web Services
Ronald has been a professional software developer for over two decades and is a veteran of the games industry having worked for game developers of various sizes, ranging from small ones to large developers like Ubisoft.  His experiences include working on game titles such as Haze... Read More →



Tuesday October 12, 2021 11:05am - 11:15am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

11:15am PDT

Lightning Talk: An Indie Developer Devops Pipeline - Jayaditya Gupta, hackertrongames.com
In this talk Jayaditya Gupta will go over simple devops techniques that can help indie teams/developers to develop and maintain games faster. the lightning talk will cover topics from what is devops, how can you leverage it and improve development time of your game and reduce maintenance of the game. How to automate tasks like social media postings, release notes, testing. In the end there will be simple demo of the devops pipeline.

Speakers
avatar for Jayaditya Gupta

Jayaditya Gupta

Founder/software developer, hackertrongames
Jayaditya Gupta is a passionate open source software contributor/developer currently working at CERN as a junior software engineer. Jayaditya has been contributing in open source community for 4+ years now. Jayaditya has worked with KDE in GSOC'16 and has also mentored students in... Read More →



Tuesday October 12, 2021 11:15am - 11:25am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

11:25am PDT

Lightning Talk: Building Battle-Tested Network Transport - Rajiv Puvvada, Amazon
Network transport is the backbone of any Multiplayer solution. In this talk we’ll give a tour of O3DE’s transport layer, its features, performance and testing

Speakers
avatar for Rajiv Puvvada

Rajiv Puvvada

Sr. Software Engineer, AWS
Rajiv has been working at Amazon on Lumberyard/O3DE for the last 5 years and has been in the games industry for over 10. His primary expertise is in systems, build systems, cloud integrated technology and game networking. His current focus is on networking and multiplayer technology... Read More →



Tuesday October 12, 2021 11:25am - 11:35am PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

11:35am PDT

Lightning Talk: How Asset Streaming Reduces Load Times - Ronald Koppers, Amazon
In this lightning talk Ronald will give a brief overview of the Asset Streaming system. He'll discuss how its mechanics make loading assets faster and provide tips to get the best performance. The lightning talk will end with a look at future development.

Speakers
avatar for Ronald Koppers

Ronald Koppers

Senior Software Development Engineer, Amazon Web Services
Ronald has been a professional software developer for over two decades and is a veteran of the games industry having worked for game developers of various sizes, ranging from small ones to large developers like Ubisoft.  His experiences include working on game titles such as Haze... Read More →



Tuesday October 12, 2021 11:35am - 11:45am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

11:45am PDT

Considerations for Inclusive 3D Development - Liv Erickson, Amazon Web Services
As games and interactive 3D applications become more deeply integrated into our daily activities, building inclusive content will be critical for mass adoption of spatial technologies and experiences. In this talk, Liv will discuss how building inclusive 3D content can begin at the engine level, highlighting anti-racism research in rendering and physics simulation technologies, exploring accessibility standards for immersive apps, and sharing a vision for how open 3D technologies can empower anyone to create their own realities at scale.

Speakers
LE

Liv Erickson

Sr Product Manager, Amazon Web Services



Tuesday October 12, 2021 11:45am - 12:15pm PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

1:30pm PDT

Bridging the Physical and Digital Worlds - Cesium and 3D Tiles for O3DE - Shehzan Mohammed & Bao Tran, Cesium
For the last decade, the Cesium platform has brought computer graphics techniques to 3D geospatial. In March 2021, we brought geospatial to game engines with the release of Cesium for Unreal, an open source plugin that enables high-precision globes and 3D Tiles in Unreal Engine. Today, we're also enabling 3D Tiles and geospatial in O3DE using Cesium Native, an engine-agnostic open source library that provides 3D Tiles streaming, lightweight glTF loading, and high-precision 3D geospatial math. This integration enables developers working with O3DE to build rich immersive real-world experiences with high-resolution real-world global 3D content. With support for 3D Tiles, glTF, and runtime streaming to O3DE, creators can build flight simulators, large-scale training engines, digital twins of cities, AEC and virtual production applications, games, and more. In this session, Cesium will share the architecture, engineering philosophy, best practices for 3D Tiles and runtime streaming, and the philosophy behind 3D Tiles spatial index and metadata, open standards, and community collaboration.

Speakers
avatar for Shehzan Mohammed

Shehzan Mohammed

Director of 3D Engineering and Ecosystems, Cesium
As Director of 3D Engineering & Ecosystems, Shehzan Mohammed oversees the growth of the Cesium ecosystem through outward-facing engineering, partnerships, community growth, and customer success. He is in charge of advancing the engineering and development of Cesium’s products and... Read More →
avatar for Bao Tran

Bao Tran

3D Software Developer, Cesium
Bao works to make Cesium fast and performant. He contributes to CesiumJS and our tiling pipelines. Before joining Cesium, he worked as a co-op at Bentley Systems, where he maintained their ECSchema library in both C++ and Typescript. The library forms a major part of Bentley’s iModelJS... Read More →


Tuesday October 12, 2021 1:30pm - 2:00pm PDT
Platinum Ballroom E
  Session

2:00pm PDT

Introduction to Atom's Render Pipeline Interface - Qing Tao, Amazon
The Render Pipeline Interface (RPI) is one of Atom's fundamental libraries which enables the support of Atom renderer's data-driven render pipeline, modular graphics features, and more. Qing Tao from Amazon game tech will provide an introduction to Atom's Render Pipeline Interface with its architecture, features, and tools. She will also share some examples on how the RPI was used to develop graphics features.

Speakers
avatar for Qing Tao

Qing Tao

Senior Graphics Engineer, Amazon Web Sevice
Qing Tao is a senior graphics engineer on the AWS Lumberyard team. She started working on the Atom renderer in early 2018 and she has been leading the Atom's Render Pipeline Interface library's development. Her work is focused on creating comprehensive APIs and tools for Atom and... Read More →



Tuesday October 12, 2021 2:00pm - 2:30pm PDT
Platinum Ballroom E
  Session

2:30pm PDT

Scalable Global Illumination for O3DE - Tobias Alexander Franke, Huawei
Implementing global illumination for games at scale (on mobile devices and up to high end PCs) is a hard problem. O3DE currently uses DDGI as a solution to provide both baked and real-time global illumination. However several key issues need to be addressed before this system is ready for production. In this talk I want to address those issues: * Scalability and streaming * Authoring with small or thin objects * Probe aliasing * Volume overlaps and blending * Baking large scenes * Strange mixtures of baked and real-time probe based volumes * Baked lighting variants for day-night cycles or similar setups * Re-using visibility buffers for other effects * Going beyond diffuse GI The idea is to highlight each issue, present a small solution (not necessarily "the" solution) based off experience from developing similar volume based GI systems in other engines, and make more people from the community - both artists and programmers - aware of these issues so we can collectively come up with a proper system that has an easy workflow and provides great results when computing GI for a project. The talk will close with an outlook to some experiments, novel workflows and how the same system could be used to provide GI for large open worlds, maybe even on mobile devices.

Speakers
avatar for Tobias Alexander Franke

Tobias Alexander Franke

Principal Game Engine Architect, Huawei
Tobias - usually known as Tob - is the Principal Game Engine Architect of the Huawei Ireland Research Center. His main interests cover global illumination algorithms, AR relighting techniques and computer graphics in general. Prior to Huawei Tob worked in the Lighting team at Unity... Read More →



Tuesday October 12, 2021 2:30pm - 3:00pm PDT
Platinum Ballroom E
  Session

3:30pm PDT

A Cloud-based Large Terrain System for O3DE Gems - Chen Wei, Huawei
O3DE is currently lack of a terrain system which is highly demanded by the gaming community. Under the O3DE framework, a cloud-based terrain system is proposed here to support city wide scale rendering in real time while providing a good visual quality. This enables the potential for O3DE building a metaverse world of large scale. To support this scale in runtime, the terrain system consists of an efficient streaming modular that can minimize the data transfers between platforms or IO operations, a smooth adaptive tessellation method to provide both a good visual quality and rendering performance, a virtual-texture based material system to support high quality texture rendering and an efficient culling method for fast visibility tests. Editing on this scale of terrain remains a big challenge. Provided by the power of cloud computing and AI-driven data processing, massive procedural generations for height maps, textures, cloud points, etc. the editing experience can be improved using this cloud platform.

Speakers
avatar for Chen Wei

Chen Wei

Graphics Expert, Huawei
Chen Wei earned his PhD degree in computer science from University of Cape Town. After that, he worked in building 3D graphics engines in the industry of CAD and Gaming companies, from PC platforms to mobile devices. His main interests focus on 3D graphics and realtime rendering... Read More →



Tuesday October 12, 2021 3:30pm - 4:00pm PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

4:00pm PDT

Lightning Talk: The ScriptCanvas Pipeline - Carlos Curran, Amazon Web Services
Carlos will discuss the current motivations behind and state of ScriptCanvas, the visual scripting system in O3DE. He will explain the implied visual grammar and how the intention is to make it easier for programmers to empower content creators and for content creators to produce new functionality quickly. Carlos will discuss the pipeline of translating the ScriptCanvas graphs into useable runtime products. He explain how users can extend the available features of both the front-end and the back-end without having to modify any ScriptCanvas core system. Finally he will discuss how programmer can extend the either the front end or back end systems to make new domain specific languages, new optimizations at run time, or simply a more fun and usable editor for users.

Speakers
CC

Carlos Curran

Senior Software Development Engineer, Amazon Web Services
I am a 15 year veteran software engineer in the AAA video games space. I'm very much interested in the design and implementation of programming languages in general, and especially interested in DSLs that allow content creators to be more powerful in the ever changing space of video... Read More →


Tuesday October 12, 2021 4:00pm - 4:10pm PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any

4:10pm PDT

Lightning Talk: Building an Open Source Content Bridge to Create and Render with O3DE - Vish Atlu, Daz 3D & Ty Duperron, Tafi
As creators and developers, we have content bought or created across multiple platforms, software, and services. Porting 3D content can take time and resources which is why Tafi, a sister company of Daz 3D, began looking for streamlined solutions and launched their initiative to build content bridges to port content from Daz into other 3D software like Maya, Blender, and various game engines, allowing 3D creators to take their content anywhere to keep creating. With Tafi working on avatar solutions for O3DE as a founding member of the project, their team built and deployed an open source content bridge from Daz Studio to O3DE. This presentation will detail some of the problems and the solutions Tafi created for overcoming the challenge of porting content between ecosystems.

Speakers
avatar for Viswanath Atlu

Viswanath Atlu

3D Software Engineer, Daz 3D
Viswanath is a software engineer who has professional experience in developing 3D applications. He is currently working on bridging 3D content from Daz studio into other applications like Maya, Blender, Unity, and Unreal. He has previously worked on video games targeting different... Read More →
avatar for Ty Duperron

Ty Duperron

Chief Operating Officer, Daz Productions
Ty has led software and video game organizations on an international scale over the past ten years, including teams based in the United States, Canada, India, the Ukraine, China and the Philippines. A mark of Ty’s creativity and operational proficiency, he has shipped more than... Read More →



Tuesday October 12, 2021 4:10pm - 4:20pm PDT
Platinum Ballroom E
  Session

4:20pm PDT

Deep Dive into O3DE Networking Concepts - Olex Lozitskiy & Gene Walters, Amazon
Deep dive into specific aspects of O3DE Networking with lighting talks focused on entity replication and scripting.

Lightning Talk (Olex Lozitskiy, Amazon) - Deep Dive into Component Replication - In this talk we’ll give a tour of how entities and components are replicated in O3DE. We’ll learn how entities are replicated from a server down to clients, and how efficient replication is achieved using delta replication of component fields.

Lightning Talk (Gene Walters, Amazon) Multiplayer Scripting - This talk will cover how to build out multiplayer gameplay using O3DE’s visual scripting system, Script Canvas. We’ll learn how to script a simple player controller and send gameplay messages across the network. Attendees will want to have some prior scripting knowledge, but don’t necessarily need deep knowledge of networking.


Speakers
avatar for Olex Lozitskiy

Olex Lozitskiy

Software Engineer, Amazon
Oleksandr Lozitskiy is a Software Engineer at Amazon. For the last 6 years he has worked at Lumberyard/O3DE game engines. He is the author of multiple books on the engines, including Game Programming with Open 3D Engine and Game Programming with Amazon Lumberyard.
avatar for Gene Walters

Gene Walters

Software Developer, Amazon
Software developer at Amazon working on improving O3DE's multiplayer user experience.



Tuesday October 12, 2021 4:20pm - 4:40pm PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

4:40pm PDT

Closing Remarks - Royal O'Brien, Linux Foundation
Speakers
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →


Tuesday October 12, 2021 4:40pm - 4:50pm PDT
Platinum Ballroom E
 
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