ZIBRAVDB: Compression and Realtime Rendering of OpenVDB | Dmytro Kucherenko | EPC 2025 HIVE
Overview of VDB compression technology called ZibraVDB for Houdini and Unreal Engine. Demonstrating how it not only reduces storage sized but also enables realtime rendering of VDB sequences.
Dmytro Kucherenko is a Technical Artist specializing in computer simulation and graphics technologies across both gaming and cinema industries. My career began as a graphic software engineer before transitioning into game development, where I specialized as a technical artist focusing on performance optimization and pipeline efficiency. With advanced proficiency in Houdini, Unreal Engine, and experience in programming and scripting, I bridge the gap between artistic vision and technical implementation. Currently, at Zibra AI, I've evolved from my technical artist role into a Product Owner position, where I manage the company's product portfolio.
00:00:00 Intro
00:03:07 Sigma-compressed sequence overview
00:05:54 Zebra asset integration in workflow
00:08:41 Limitations with WDB in fast playback
00:11:28 Real-time challenges with EXR sequences
00:14:13 Fast rendering and explosion metrics
00:17:08 Optimizing for older GPU hardware
00:19:57 Using global distance fields
00:22:45 Fire and smoke illumination examples
00:25:26 Flexible frame-by-frame compression
ZIBRA AI
https://www.zibra.ai/
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• EPC 2025 HIVE