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Making Souls: Methods and a Pipeline for Volumetric Characters

Published: 20 August 2020 Publication History

Abstract

The soul characters in Disney/Pixar’s Soul have a stylized appearance that sets them into a unique world, which introduced many new challenges. Everyone from the art department and character modelers and shaders to the technical directors and developers in the effects, lighting, and software groups collaborated to bring this new visual style to screen. The soul world is abstract and ethereal; this needed to be balanced with visual clarity and design appeal.
As our character rigging and animation tools use rigged surfaces, a key challenge was presenting a new representation derived from this data that meets our visual goals. To achieve softness of volumetric form and dynamically changing linework, we built a system to procedurally generate this data in Houdini. Significant numerical computation was required to create this data at the fidelity required. We developed an automated system for managing this computation in a configurable way, while keeping data for downstream renders in sync with changes to character performances.

References

[1]
J. Fong, J. Jarvers, M. Kranzler, and R. Michero. 2020. Finding the Look of Souls. In SIGGRAPH 2020 Talks. ACM, New York, NY, USA, 2.
[2]
S. Ouellet, D. Garcia, S. Gustafson, M. Kuruc, M. Lorenzen, G. Nguyen, and G. Gilbert. 2020. Rasterizing Volumes and Surfaces for Crowds on Soul. In SIGGRAPH 2020 Talks. ACM, New York, NY, USA, 2.

Cited By

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  • (2024)Inside Out 2 characters: revisiting the old and making space for the newSIGGRAPH Asia 2024 Technical Communications10.1145/3681758.3698012(1-3)Online publication date: 3-Dec-2024
  • (2024)Familiar Feelings: Emotion Look Development on Pixar's Inside Out 2ACM SIGGRAPH 2024 Talks10.1145/3641233.3665159(1-2)Online publication date: 18-Jul-2024
  • (2024)Stylizing Ribbons: Computing Surface Contours With Temporally Coherent OrientationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.330464130:8(5623-5634)Online publication date: Aug-2024
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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.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 August 2020

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

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Cited By

View all
  • (2024)Inside Out 2 characters: revisiting the old and making space for the newSIGGRAPH Asia 2024 Technical Communications10.1145/3681758.3698012(1-3)Online publication date: 3-Dec-2024
  • (2024)Familiar Feelings: Emotion Look Development on Pixar's Inside Out 2ACM SIGGRAPH 2024 Talks10.1145/3641233.3665159(1-2)Online publication date: 18-Jul-2024
  • (2024)Stylizing Ribbons: Computing Surface Contours With Temporally Coherent OrientationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.330464130:8(5623-5634)Online publication date: Aug-2024
  • (2023)Everybody’s an Effect: Scalable Volumetric Crowds on Pixar’s ElementalACM SIGGRAPH 2023 Talks10.1145/3587421.3595437(1-2)Online publication date: 6-Aug-2023
  • (2021)Neural Strokes: Stylized Line Drawing of 3D Shapes2021 IEEE/CVF International Conference on Computer Vision (ICCV)10.1109/ICCV48922.2021.01394(14184-14193)Online publication date: Oct-2021
  • (2020)Rasterizing Volumes and Surfaces for Crowds on SoulSpecial Interest Group on Computer Graphics and Interactive Techniques Conference Talks10.1145/3388767.3407374(1-1)Online publication date: 17-Aug-2020

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