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"Cella: 3D Data Visualization for Plant Single-Cell Transcriptomics" by Sampo Muranen at Blender Conference 2026
Recent advancements in single-cell RNA sequencing have facilitated the possibility of acquiring vast amounts of data at single-cell resolution. This development has provided a broader and more comprehensive understanding of complex biological processes. The growing datasets require a visualization tool that transforms complex data into an intuitive representation. To address this challenge, we have utilized Blender to design Cella, a cell atlas visualization tool, which transforms data into 3D heatmaps that can be rendered into image libraries. Our tool is designed to support especially research on plant developmental biology.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Fall of Reach - Guide to Epic Sci-Fi for Small Studios" by Julien Blarel at Blender Conference 2026
Can small teams succeed where Hollywood fails?
Increasingly the answer is yes. But some projects still seem impossible, especially when it comes to capturing the epic scale of Halo's sci-fi universe. But we proved it could be done by producing an animated TV series on the Fall of Reach. (Note: THIS IS AN UNOFFICIAL FAN PROJECT)
This presentation uses our Blender project as a case study to show how a small team of independent creators can in fact deliver the massive scale, military realism, and complex lore that fans expect from major studios. From ideation and tooling to production pipelines and team structure, attendees will gain a practical roadmap for bringing ambitious stories to life.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Integrated Design Workflows for Architectures" by Arcangelo Gabriele D'Alessandro at Blender Conference 2026
Throughout my career, I have explored and developed unconventional workflows to maintain greater control over the design process and improve project efficiency. For the past 15 years, Blender has been my primary tool for managing both the formal and technical aspects of projects across multiple disciplines, including interior design, product design, architecture, and urban planning. Working in these diverse fields exposed me to a wide range of challenges and led me to create custom workflows and tools that enhance productivity and support informed design decisions. The following examples showcase some of the most representative outcomes of this approach.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Protecting Creative Momentum: When the 'Wrong' Way Is the Right Way" by Mike Yakovlev at Blender Conference 2026
This talk is a candid, vulnerable case study of how I diagnosed my creative burnout following the success of my first short film (and subsequent talk at BCON25), realized the trap of the 'traditional' pipeline, and returned to my roots with a smarter, more deliberate approach to finish my second short film based on the 1988 anime film, Akira.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Vtubing Using EEVEE/Cycles DLSS" by Tse Cheng at Blender Conference 2026
We use Blender as VTubing engine, connecting motion data through the VMC protocol. We have created several useful tools, sample files, and pipelines to help 3D artists maximize their potential in creating amazing textures and Geometry Nodes setups.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Intel Open Image Denoise 3: Fast Temporal Denoising & Supersampling in Cycles" by Christoph Neuhauser at Blender Conference 2026
Intel Open Image Denoise (OIDN) is an open-source software library of high-performance, high-quality denoising filters for images rendered with ray tracing. The upcoming OIDN 3 release will feature a new network architecture enabling temporal denoising and supersampling up to 3x. For online rendering, this gives artists the ability to preview their scenes in Cycles faster and at a higher quality. For offline rendering, this will result in improved visual quality in general and in dynamic scenes in particular.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"From Scene to Sensor: Synthetic LiDAR for Autonomous Systems" by Michael Schwingshackl at Blender Conference 2026
Building high-quality LiDAR datasets for autonomous systems is slow, expensive, and rarely captures the edge cases that matter most. In this talk Michael Schwingshackl shows how a procedural pipeline turns synthetic 3D environments into physically accurate LiDAR scans. He walks through Geometry Nodes as a flexible sensor simulator, capable of reproducing complex real-world scan patterns, and Python for automated data extraction, turning Blender into a high-fidelity data engine for perception research. Michael presents results from outdoor autonomous machinery in the field and discusses how perception models trained on synthetic data perform once they leave simulation, including where the sim-to-real gap still causes trouble.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"Lightning Talks" by Thomas Dinges at Blender Conference 2026
A series of quick and varied presentations of 5 minutes (or less!).
2026's talks:
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To register for a Lightning Talk: contact Thomas Dinges at [email protected] with all of the following information:
Please note: Presentations promoting commercial services or extensions will not be accepted.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
#b3d #BCON26
"Building a Complete Animation Pipeline for a Feature Film with a Woolly Look" by Juan Carlos Garcia del Blanco, Antonio Javier Torralba Moreno at Blender Conference 2026
Juan Carlos García del Blanco and Antonio Torralba will present recent advancements in animation pipeline development, walking through the full process from A to Z using the latest feature film Pikkuli and Starlight Reindeer as a case study.
https://www.youtube.com/watch?v=Tm2nn8OXFVk
Antonio Torralba, the driving force behind Blender development on the project, played a key role not only in shading and look development, but also in defining the overall production pipeline steps for this unique adventure, pushing Blender to its limits in a real production environment.
The talk will also cover the development of the woolly groom effect using Geometry Nodes, as well as the integration between 2D backgrounds and lighting, showcasing how both worlds were combined efficiently within the pipeline.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
"The Spinal Spline: Geometry Nodes Framework for Built Environments" by Gilad Harnik at Blender Conference 2026
Making architectural renders is more than just high quality assets and materials. It's about capturing the essence of the city and the environment. Analyzing different urban designs reveals that everything can be stripped down to a repetitive pattern. Essentially, it's a distribution problem.
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Learn more about Blender Conference 2026 at https://conference.blender.org/2026/
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