CAD tools don’t generally prepare raw data in a way that makes sense for a real-time rendering engine like Unreal Engine. That’s where automated dataprep processes can be really useful.

In this presentation, we’ll optimize AEC and manufacturing CAD assets using Visual Dataprep—a high-level tool for data preparation for non-programmers. The simplified visual UI enables you to create “recipes” for dataprep tasks: stacking up blocks of filters and operators into a repeatable chain of actions. You can do things like create LODs, set up Lightmap UVs, substitute materials, and delete or merge objects based on factors such as class, name, metadata tags, or size.

We'll cover:

> Visual Dataprep UI and workflows

> Optimizing performance

> Using repeatable recipes

> Creating custom operators in Blueprint

Joe Andresen
Technical Product Manager, HMI
Epic Games

Joe has worked in Silicon Valley for over ten years, predominantly on automotive HMIs for Mercedes-Benz and NIO. During this time, Joe completed Unreal Engine projects on the side to learn the engine and discovered that it could be used for HMI development. He joined Epic to make that happen.

Simone Lombardo
Senior Gameplay Designer, Epic Games

Simone has worked in CG art and 3D animation for over 15 years, specializing in VFX and compositing, character animation, stereoscopy, VR, and pipeline development. In 2016, he founded Suspended Reality where he developed VR technology and IP to push real-time rendering for VFX studios. Simone joined Epic Games in 2017.

Craig Barr

Technical Evangelist

Craig brings over 20 years’ experience in 3D animation, VFX, software production, and content creation.  A technical evangelist and educator, he’s authored content for various print and online media for the VFX, games, and visualization industries.

Matthew Doyle
Technical Artist

Matthew has worked in real-time 3D for nearly two decades, including in game development and architectural visualization. His specialties include look development—working with materials, lighting, and post process effects—as well as modeling, rendering, VR, animation, and almost every aspect of a modern game development pipeline.