BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:America/Los_Angeles X-LIC-LOCATION:America/Los_Angeles BEGIN:DAYLIGHT TZOFFSETFROM:-0800 TZOFFSETTO:-0700 TZNAME:PDT DTSTART:19700308T020000 RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU END:DAYLIGHT BEGIN:STANDARD TZOFFSETFROM:-0700 TZOFFSETTO:-0800 TZNAME:PST DTSTART:19701101T020000 RRULE:FREQ=YEARLY;BYMONTH=11;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20260417T190158Z LOCATION:West Building\, Ballroom AB DTSTART;TZID=America/Los_Angeles:20250813T161500 DTEND;TZID=America/Los_Angeles:20250813T171500 UID:siggraph_SIGGRAPH 2025_sess179_pros_106@linklings.com SUMMARY:Sand, Light, and Holograms: Image Engine’s VFX in Dune: Prophecy DESCRIPTION:Martyn Culpitt, Viktoria Rucker, Adrien Vallecilla, Xander Ken nedy, and Daniel Bigaj (Image Engine)\n\nEnter the world of Dune: Prophecy and discover how Image Engine helped bring this iconic universe to life t hrough visual effects.\n\nIn this session, Image Engine shares how a conce pt-first approach, streamlined workflows, and technical problem-solving al lowed us to deliver some of the series’ most ambitious sequences, ranging from the vast genetic memory library inside a Thinking Machine to massive sand simulations featuring the legendary sandworm.\n\nWe’ll break down how our pipeline enabled scalable, collaborative solutions for complex challe nges across departments. From the intricacies of animation-driven hologram s to the technical demands of simulating cascading sand, attendees will wa lk away with valuable insights and practical takeaways they can apply to t heir own work.\n\nKey topics include:\n\nConcept-Driven Approach: How we u sed early concept art and reference studies to align creative vision with the client, gaining buy-in before production began.\n\nStreamlined Pipelin e: See how our FX library card swap pipeline, batchable templates, and att ribute-driven setups helped smaller teams work more efficiently without sa crificing quality.\n\nGenetic Library: Explore the design and lighting of Anirul, the vast genetic archive, as well as how our custom tools allowed animation to drive holographic FX that lit the scene and reflected in real time.\n\nLarge-Scale Environment FX: Learn how we handled desert and stor m simulations at scale, including tricks to manage heavy particle FX while maintaining art direction.\n\nHolograms: Get a look at how we built the c omplex, multi-camera holographic war table, featuring hundreds of procedur ally generated projectors and lights, and aligned outputs across departmen ts for seamless integration.\n\nWhether you're a student, generalist, or p ipeline developer, this talk offers an approachable, behind-the-scenes loo k at how Image Engine tackled complex sequences through early concept alig nment, creative problem solving, and efficient pipeline design.\n\nInteres t Area: Production & Animation\n\nRecording: Livestreamed, Recorded\n\nKey word: Animation, Industry Insight, Lighting, Pipeline Tools and Work\n\nRe gistration Category: Full Conference, Virtual Access, Wednesday\n\n END:VEVENT END:VCALENDAR