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Jointly Optimizing Color Rendition and In-Camera Backgrounds in an RGB Virtual Production Stage
While the LED panels used in today’s virtual production systems can display vibrant imagery within a wide color gamut, they produce problematic color shifts when used as lighting due to their ”peaky” spectral output from narrow-band red, green, and blue ...
FDLS: A Deep Learning Approach to Production Quality, Controllable, and Retargetable Facial Performances.
Visual effects commonly requires both the creation of realistic synthetic humans as well as retargeting actors’ performances to humanoid characters such as aliens and monsters. Achieving the expressive performances demanded in entertainment requires ...
Rigging the Rigging: An Animation Friendly Rope System for The Sea Beast
- Daniel Sheerin,
- Joshua Beveridge,
- Enoch Ihde,
- Stirling Duguid,
- Brian Casper,
- Andrea Parkhill,
- Ed Lee,
- Carlos Fraiha
This talk presents an animation friendly, procedural solution for animating ropes in the movie The Sea Beast. With over 5000 ropes on our hero tall ship, we embarked on development of a better rope solution for our animators. The resulting rope rig ...
Groom Styles Interpolation with Features Preservation for Digital Creatures Effects
- Marco Romeo,
- Carlos Monteagudo Manas,
- Hristo Arabadzhiyski,
- Isabela Rovira,
- Srijith Vasudevan,
- Matt Traynar
The Visual Effects industry has experienced a strong shift towards the creation of many shots with several digital creatures and complex grooms (i.e. fur and hair). It is common for these grooms to change in shape over the duration of a shot (e.g. from ...
Improving Groom Interactivity in Houdini
To improve performance and interactivity working with our Houdini-based Grooming Tools, Animal Logic developed a set of custom nodes to control and optimize the process of evaluating our groom generation networks.
Puppeteering the Pixels: Innovative Animation Tools For Stylized Rendering
- Lee Kerley,
- Joshua Beveridge,
- Dylan Reid,
- Dylan Gottlieb,
- David Allen,
- Stefan Herz,
- Chris Kulla,
- Stirling Duguid,
- Doug Smith,
- Arjun Namdeo,
- Mike Cole
This talk presents two techniques where novel animation tools are used to influence the final render in unusual ways that have been implemented in the Sony Pictures Imageworks pipeline. The first technique, CreaseLines, provides animators the ability to ...
ASH - A Case For Layered Shading
For the past 8 years, Animal Logic has been using its custom Animal Logic SHading System (ASH) material definition and rendering technology for all film projects within our proprietary pathtracer Glimpse. We compare existing solutions for material ...
Road to New Lighting Workflows
Pixar’s Universal Scene Description (USD) and Hydra combined together to define a scene-description and rendering API to present a view of future interchange and efficient rendering. The industry has embraced this, and integrations have been provided ...
Building scalable and evolutive USD pipelines on distributed architecture at Ubisoft
This paper presents how we built scalable and evolutive USD pipelines on distributed architecture at Ubisoft. We use BPMN as a nodal representation to allow our supervisors to build new or modify existing workflows. Our processes are designed using ...
Orchestrating Production Processes with Cloud Native Pipelines
This paper gives the reader a behind the scenes look at how cloud native automation pipelines play a significant role in the production of Live Action, Visual Effects, and Animated content at Netflix Studios. Netflix's Studio Orchestrator is used to ...
USD at Scale
We describe key steps in the process by which an animation and VFX studio (Animal Logic) integrated Pixar’s Universal Scene Description™ into a large existing legacy pipeline. We discuss various architectural choices, as well as software systems ...