[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3388767.3407386acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
invited-talk

The Collaboration Between Art and Technology: Making Disney Animation’s ”Myth: A Frozen Tale”

Published: 20 August 2020 Publication History

Abstract

”Myth: A Frozen Tale” is a VR short film created at Walt Disney Animation Studios. Inspired by the folklore of ”Frozen”, the film is a fairy tale within a fairy tale which explores the past, present, and future of the elemental spirits of ”Frozen 2”. The result is a visual poem which combines Disney Animation’s heritage of 2D animation, music, and real-time technology in novel ways.
To create an engaging, emotional experience on par with the initial designs, our team was presented with a number of technical and procedural challenges. This is the studio’s first use of Unreal Engine, so a significant amount of experimentation was necessary to find the workflow and VR integration techniques needed to achieve the high level of production quality we strive for.
In this talk, the team will explore many of these aspects of the production process. Using two case studies, we will discuss the design, challenges, collaborative workflows, and technological execution needed to bring ”Myth: A Frozen Tale” to life.

Supplementary Material

MOV File (a47-gipson-supplement.mov)

References

[1]
Brent Burley and Dylan Lacewell. 2008. Ptex: Per-Face Texture Mapping for Production Rendering. In Proceedings of the Nineteenth Eurographics Conference on Rendering (Sarajevo, Bosnia and Herzegovina) (EGSR ’08). Eurographics Association, Goslar, DEU, 1155–1164. https://doi.org/10.1111/j.1467-8659.2008.01253.x
[2]
J. Gipson, L. Brown, E. Robbins, J.L. Gomez, M. Anderson, J. Velasquez, J. Ruiz, and D. Cooper. 2018. VR Story Production on Disney Animation’s ”Cycles”. In ACM SIGGRAPH 2018 Talks (Vancouver, British Columbia, Canada) (SIGGRAPH ’18). Association for Computing Machinery, New York, NY, USA, Article 65, 2 pages. https://doi.org/10.1145/3214745.3214818

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '20: ACM SIGGRAPH 2020 Talks
August 2020
152 pages
ISBN:9781450379717
DOI:10.1145/3388767
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 August 2020

Check for updates

Author Tags

  1. VR
  2. animation
  3. production
  4. storytelling
  5. virtual reality

Qualifiers

  • Invited-talk
  • Research
  • Refereed limited

Conference

SIGGRAPH '20
Sponsor:

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 253
    Total Downloads
  • Downloads (Last 12 months)26
  • Downloads (Last 6 weeks)2
Reflects downloads up to 04 Jan 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media