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Chaos @ SIGGRAPH 2025

August 13, 2025 | Vancouver Convention Centre – East Building, Meeting Level, Room 16
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Chaos Sessions @ SIGGRAPH: One Day. Big Impact.

Chaos is bringing the heat to SIGGRAPH 2025!  Aug 13, East Building, Room 16—where CG legends meet the future. Don’t miss out.

Join us at SIGGRAPH 2025, the world’s premier conference for computer graphics and interactive techniques.
On August 13, Chaos will host a full day of exclusive sessions in our dedicated space featuring:

  • Exclusive presentations from Chaos’s own Vlado Koylazov, Chris Nichols, and Georgi Zhekov on Arena, and Simeon Balabanov on Vantage
  • Talks from industry leaders
  • Real-time demos
  • Forward-looking conversations on the future of visual technology

All Chaos Sessions are free with a SIGGRAPH conference badge.

SIGGRAPH registration promo code.

Use code CHAO1234608 for a free Exhibits Only badge or $50 off any registration type.

Chaos Sessions Agenda | August 13, 2025

Location: East Building – Meeting Level – Room 16

Session 1 | 10:00 - 10:50 AM

Crossing the Final Real-time Frontier: Chaos Vantage support from USD to MtlX, to GSplats, to VDB

  • Simeon Balabanov, Senior Product Manager, Envision, Vantage, Chaos

Chaos Vantage support for open standards like USD and MaterialX, in real time or near real time. That's what you will be getting as Chaos Vantage keeps evolving far beyond its original scope and limitations, unlocking real-time ray tracing for studios and artists beyond the V-Ray and any single renderer ecosystem.
Join Vantage Product Manager Simeon Balabanov as he explores how what began as a real-time viewport companion for V-Ray is now becoming an open, standalone platform built for the most demanding real-time production workflows. Simeon will also highlight how support for rendering Gaussian Splats is transforming previz workflows, and how the addition of OpenVDB volume rendering significantly expands Vantage’s potential in high-end visual effects.

Session 2 | 11:00 – 11:50 AM

Harnessing V-Ray for Houdini: Studio Techniques & Case Studies

  • Rob Price, VFX Supervisor, Zoic
  • Don Haynes, DFX Supervisor, Zoic

Join us as we unveil our Houdini ROP context workflow built around V-Ray, covering two core areas—environment creation and creature rendering. We’ll showcase how instancing, V-Ray Fur procedural generation, and advanced hair shaders fit into our general production pipeline, alongside several in-house utilities. We’ll also share the motivations behind our switch to V-Ray for Houdini and discuss our initial experiments with V-Ray for USD in Solaris.

Session 3 | 2:00 - 2:50 PM

From Pixels to Presence: The Evolving Art of the Digital Human

  • Ian Spriggs, 3D Character Arist

In this session, renowned digital portrait artist Ian Spriggs takes us through the evolution of the digital human, from the early days of CG to today’s hyper-realistic characters. Drawing from over a decade of professional and personal work, Ian explores how advancements in technology and a dedication to artistic integrity have shaped his creative process. He’ll share how classical portraiture and emotional storytelling influence his approach, showing how digital humans have evolved from technical feats into expressive canvases of identity, emotion, and human connection. This talk blends technical innovation with artistic inspiration to reveal where digital humans began, where they are now, and where they’re headed.

Session 4 | 3:00 - 3:50 PM

Sinners: Chaos in Mississippi

  • Nick Marshall, Associate VFX Supervisor, ILM
  • Anton Borisov, CG Generalist, ILM

ILM VFX Supervisor Nick Marshall and Environment Supervisor Anton Borisov discuss the VFX work on Ryan Coogler's hit horror movie Sinners, and break down how the team built the period Mississippi train station environments.

Session 5 | 4:00 - 4:50 PM

From USD to Splats: The Next Evolution of Virtual Production with Chaos Arena

  • Vladimir Koylazov, Head of Innovation, Chaos
  • Chris Nichols, Director of Chaos Labs & host of CG Garage Podcast, Chaos
  • Georgi Zhekov, Chaos Arena Product Manager, Chaos

This session explores the latest advancements in Chaos Arena, bringing real-time ray tracing and a unified asset pipeline to virtual production. We’ll show how USD and MaterialX have been integrated to enable a consistent, interoperable workflow, allowing a single asset to move seamlessly from pre-production to virtual production and final VFX.
We’ll also cover the integration of Gaussian Splats into Arena, demonstrating how they enhance efficiency and visual quality in real-time environments. Learn how these innovations streamline production, eliminate redundant steps, and help democratize high-quality virtual production.
In addition to these key developments, we’ll highlight other recent advances in our real-time ray tracing capabilities and how they continue to push the boundaries of what’s possible in virtual production.

Session 6 | 5:00 - 5:50 PM

Creating The Digital Backlot: The full lifecycle of digital set creation

  • Erick Geisler, Chief Technology Officer, Global Objects

At SIGGRAPH 2025, Erick will explore the full lifecycle of digital set creation—from LiDAR and photogrammetry capture to asset optimization and pipeline integration, culminating in seamless deployment on virtual production stages. His talk will unpack how Global Objects’ SCAPES technology transforms real-world locations into interactive, film-ready environments—bridging on-site reality with on-screen immersion.
This session is a must-attend for anyone working in virtual production, digital twin pipelines, or real-time VFX, offering a deep dive into the tools, workflows, and creative thinking that power the next generation of cinematic storytelling.

Chaos Sessions Speakers

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Simeon Balabanov
Senior Product Manager, Envision, Vantage, Chaos

A CG professional with over 15 years' experience in the field of CGI and rendering, Simeon is one of Chaos' top CG specialists. As a product manager for Chaos Envision and Chaos Vantage, he is currently responsible for developing the products, their integration in various workflows and their deployment with key customers.

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Ian Spriggs
3D Character Arist

I am a hyper-realistic digital 3D character artist, a pioneer in the realm of digital humans, standing at the forefront of believability and realism in the digital world. With 19 years of industry experience and over 40 feature films under my belt, I have contributed to the research, development, and automation workflows of digital humans for film, video games, customer services, fashion, and technological advancements. I am actively involved in the digital community, giving talks, podcasts, interviews, and exhibiting my work in galleries and conferences around the globe.

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Nick Marshall
Associate VFX Supervisor, ILM

Nick began his VFX career at DNEG London in 2009, working as a roto and paint artist on films like Scott Pilgrim vs. The World and Harry Potter and The Deathly Hallows Pt1 and Pt2, before moving into a matte painting role for Captain America: The First Avenger. Since then Nick has occupied various roles as a matte painter, concept artist, environment generalist and compositor, before eventually moving into the head of environments role at DNEG Vancouver in 2017. He was offered the opportunity to move back onto shows for HBO's The Last Of Us, which earned him an Emmy award, and then worked as the DFX Supervisor on Dune: Part 2. In 2023 Nick joined ILM to work as VFX Supervisor on Smoke for AppleTV, and Sinners.

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Vladimir Koylazov
Head of Innovation, Chaos

As Head of Innovation, Vladimir “Vlado” Koylazov leads the Chaos Innovation Lab and oversees Chaos’ research, development, and experiments with the latest technologies. He co-founded Chaos in 1997, developed the globally acclaimed rendering software V-Ray, and held the role of Chief Technical Officer for over 20 years. During this time, he has been the driving force behind the software development and R&D at Chaos, as well as an active member of the global CG community. Vlado is a graduate of Sofia University’s Faculty of Mathematics and Informatics.

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Anton Borisov
CG Generalist, ILM

Anton Borisov began his journey in computer graphics in 2007, initially working in motion graphics before exploring architectural visualization and advertising. His passion eventually led him to the world of visual effects, where he has spent the past 15 years creating visuals for film and television.

As a versatile CG Generalist, Anton has cultivated a particular enthusiasm for environments, blending creative artistry with technical expertise. His approach is grounded in a balanced 50/50 mix of artistic vision and technical precision, allowing him to consistently contribute to visually captivating and technically robust projects. Throughout his career, Anton has worked on various notable films such as Dune, Tron: Legacy, Jurassic World Rebirth, Spider-Man 3, Black Panther: Wakanda Forever, Uncharted, First Man, Pacific Rim Uprising, Ant-Man and the Wasp, and Ant-Man and the Wasp: Quantumania. His extensive experience and collaborative spirit have made him a valued team member, always eager to explore new techniques and innovative approaches in visual storytelling.

Anton remains committed to pushing creative boundaries, continuously evolving his skills, and fostering engaging, collaborative experiences within the CG community.

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Chris Nichols
Director of Chaos Labs & host of CG Garage Podcast, Chaos

Christopher Nichols is a veteran of the Visual Effects industry with over three decades of experience in Computer Graphics. He is currently the Director of Special Projects at the Chaos Innovation Lab, where he spearheads cutting-edge initiatives at the intersection of creativity and technology. Christopher also hosts the popular CG Garage podcast, where he engages with industry experts to explore the latest advancements in Computer Graphics.

As part of the Lab, Christopher has been working on integrating ray tracing into virtual production for over a decade, culminating in the development of Chaos' Project Arena. He served as the producer on Ray Tracing FTW, the first proof of concept for Project Arena, showcasing the transformative potential of this innovative technology.

Christopher holds a BA in Mathematics and Fine Arts from Colgate University and a Master’s in Architecture from Rice University. With a diverse background spanning VFX and Architecture, he has worked for leading firms such as Gensler, Digital Domain, Sony Imageworks, and Method Studios. His film credits include Maleficent, Oblivion, and Tron: Legacy.

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Georgi Zhekov
Chaos Arena Product Manager, Chaos

Georgi Zhekov is a Product Manager at Chaos, where he pioneers advancements at the dynamic intersection of entertainment and technology. Drawing on a rich background in visual effects and hands-on production for commercials and music videos, Georgi brings a unique creator-centric perspective to product development. His expertise in virtual production workflows, raytracing, and fluid simulations is instrumental in driving innovation and delivering powerful, streamlined solutions for artists and studios worldwide.

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Erick Geisler
Chief Technology Officer, Global Objects

Erick Geisler is a two-time Emmy-winning VFX Supervisor and the Chief Technology Officer of Global Objects, where he leads the innovation of photoreal 3D capture and real-time production pipelines. With decades of experience in visual effects, computer graphics, and emerging technologies, Erick has contributed to major productions across television, film, and immersive media.

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Don Haynes
DFX Supervisor, Zoic

As a Digital Effects Supervisor at Zoic Studios, Don oversees the technical aspects of the 3D pipeline for various wide-ranging projects in film and television.

With 14 years of experience, she is well-versed in concept art, look development, lighting, asset creation and simulations, and pipeline optimization. Acclaimed projects include Stargirl, The Boys, Sweet Tooth, and Death of a Unicorn. Don is adept at executing the creative direction in concert with the filmmakers, creating captivating worlds that blend 2D and 3D methodologies.

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Rob Price
VFX Supervisor, Zoic

As a Visual Effects Supervisor at Zoic Studios, Rob oversees the creative and technical aspects of VFX production for various projects, ranging from fantasy and horror to sci-fi and drama, focusing on how VFX can enhance the visual storytelling.

With 16 years of experience, he has a strong background in environment creation, CG character work, dynamic effects, and colour theory. Rob has been nominated for multiple Emmy and VES awards. Acclaimed projects include Sweet Tooth, The Haunting of Bly Manor, Midnight Mass, and Death of a Unicorn. Rob is passionate about creating immersive visual effects that captivate the audience and support the artistic vision of the filmmakers.

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