BFX Pro, in partnership with The Foundry, is an amazing line up of panel discussions and poster sessions. BFX Pro is a symposium dedicated to CTO’s, pipeline engineers, asset managers, professionals and academics developing the latest innovations and practises found within the creative industries.

MPC at BFX pro

Our line up for 2016 looked like this….

MPC, Rob Pieke | The Jungles of the Jungle Book

Brief: From the largest trees down to the smallest pebbles, the 60+ environments featured in Disney’s The Jungle Book were almost entirely computer-generated. Rob will present an overview of the technology and workflow improvements which allowed MPC to achieve a result which matched the director’s beautiful vision for the jungle, and manage the rich vibrant complexity over 1200+ shots.

Fabric Software Inc, Paul Doyle and Helge Mathee | Portable RealTime character animation pipeline

In this presentation Fabric Software describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control.

As Fabric Software co-founder and chief executive, Paul Doyle is responsible for all aspects of running the company. With over 15 years in the media & entertainment software industry, Paul has worked with studios on a wide range of applications from animation to data pipeline and AI technologies, giving him a broad and deep understanding of customers’ business challenges and opportunities.


Panel DiscussionMPC, Fabric Software Inc, The Foundry, Chaos Group and Andy Lomas | Developing the next-generation of pipelines

An open discussion between the panel members and audience members regarding pipeline development for film and games over the next 10 years.


Andy Lomas -  Cellular Forms: adventures in morphogenesis and high dimensional parameter spaces

This presentation will describe Andy’s work creating complex organic forms by simulating growth processes. The works are based on a system that simulates rules for growth at the level of individual cells. Cell division is controlled by accumulated nutrient levels. When the level in a cell exceeds a given threshold the cell divides, and various parameters control how both the parent and daughter cells re-connect to and interact with their immediate neighbours.

Andy Lomas is a digital artist, mathematician, and Emmy award winning supervisor of computer generated effects. In recent years he has foolishly swapped working in VFX and animation to pursue his own art based projects. His morphogenetic creations explore how complex scuptural form can be created emergently by using digital technology to simulate growth processes. Inspired by the work of Alan Turing, D’Arcy Thompson and Ernst Haeckel, it exists at the boundary between art and science.

JellyFish Pictures – Jeremy Smith, CTO | VFX Production in the Cloud

Jeremy studied IT and VFX in Canada and later came to England where he joined Jellyfish Pictures.  Over the past seven years he’s witnessed Jellyfish growth from an eight-man team to a facility that houses over 100 artists in two studios.

He has overseen and managed several company expansions to different locations, has re-imagined their pipeline using a hybrid of cloud-based and desktop based technologies, as well as the day to day running of the facilities, two screening rooms and a several editing suites.  He is currently responsible for all technical management of the studio.

We will be discussing Chaos Group to prototyping new renderings and shader tools, the development cycle of a world class renderer and proof of concepts process deployed within the company.


Solid Angle – Eric Johnston | Hardware Optimisation: Today and Far Future

Interesting hardware features make image rendering faster and more fun. This talk and demo will provide a quick under-the-hood look at CPU features we all have today, as well as a peek at an early prototype silicon-based quantum coprocessor we’ll have in about a decade.

Eric R. Johnston (“EJ”) lives in London, working as a code optimisation specialist for Solid Angle, and also as a postdoc researcher in quantum engineering at the University of Bristol Centre for Quantum Photonics. Previously he worked for many years at LucasArts and ILM, on projects ranging from SCUMM adventures to mocap stunts. He teaches flying trapeze, and sometimes helps out with unusual Make-A-Wish superhero requests.

Solid Angle – Iliyan Georgiev | The Importance of Sampling

The ever growing demands for visual complexity and realism are pushing the limits of production renderers every day. Meeting those demands can only be achieved by investing in the development of more efficient and more accurate methods for light transport simulation. In this talk I will present an overview of some recent research work done at Solid Angle.

Iliyan is a computer graphics researcher and enthusiast interested in anything rendering but mostly Monte Carlo methods for physically based light transport simulation. His work is driven by an urge to devise practical solutions to challenging problems. He currently works at Solid Angle / Autodesk trying to make the Arnold renderer better and faster.


Panel Discussion - The Foundry, Andy Lomas, Steve LaVietes (Pixar), Jeremy Smith, Eric Johnston, Iliyan Georgiev | The Next Generation of Rendered images

An open discussion between the panel members and audience members regarding pipeline development for film and games over the next 10 years.


In 2016 we screened the UK PREMIERE  of Growing The 8 Bit Generation – The Commodore Wars

Focused on the home computer explosion and Commodore role in the personal computer revolution. The movie feature previously unreleased interviews with Jack and Leonard Tramiel, Chuck Peddle, Al Charpentier, Bil Herd, Michael Tomczyk, Dave Rolfe, Richard Garriot, Jeff Minter, Andy Finkel as well as Steve Wozniak, Nigel Searle, John Grant, Nolan Bushnell, Al Alcorn, Joe Decuir among others.