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‘Demystifying 3D Development, or 3D Developer’s Everyday life 2016’ is a next step to the 3D world: from 3D scanning and printing technologies overview to the peculiarities of 3D rendering and computer graphics. Anatomy of 3D printing, point clouds processing algorithms, 3D rendering with OpenGL API, 3D mesh representation with many examples and practical cases are in the main focus of the event.


Alexandr Buganov
Director, InterOp Department at AMC Bridge

3D Printing Behind the Scene

It is predicted that 3D printing technology is about to change manufacturing as we know it. Within this presentation we’ll look behind the scene of Plastic Filament based 3D Printing process and will get familiar with its main stages, common problems and their possible resolution ways. We’ll refer to 3D Printing workflow, anatomy of a print, print defects and 3D Printer mechanics along with discussing 3D modeling software for 3D printing.

Aleksey Movchan
Technical Expert at AMC Bridge

OpenGL Basics and Graphic Pipeline

We will talk about rendering 3D graphics using OpenGL, an application programming interface. We’ll start from OpenGL history and its applications overview and then we’ll go into 3D graphic basics - coordinate transformations and primitive clipping. This presentation is based on the latest version of programmable graphic pipeline - vertex, fragment, geometry and tessellation shaders. We’ll go through the examples of various operations performance and results.

Aleksandr Syniakov
Technical Expert at AMC Bridge

Boundary Representation with Meshes

3D mesh representation plays an important role in computer graphics and CAD modeling. BREP is one of the basic data structures. Within this presentation we’ll review the main data structures for the presentation of 3D meshes which are used for rendering of meshes. With particular code examples we’ll explore half edge data structure which is necessary to obtain information on mesh topology.

Kirill Nazarov
Software Engineer at AMC Bridge

Shaders and Shading Techniques

In this presentation we’ll examine in details different types of shaders and their usage in the real world to generate color from geometry and various applied effects. After an introduction to GLSL, one of the shader programming languages, and an overview of each shader type we’ll also look at different approaches to texturing, light simulation and review rendering modes.

Point Cloud Technology

Point clouds are produced by 3D scanning, an increasingly popular and approachable model acquisition method. During this presentation we’ll explore what methods of point cloud generation are available in combination of hardware and software means. We’ll examine different applications of point cloud technology in the industry and will make a general overview of point cloud data structures and processing algorithms.