Talks
Crowded, Furry and in a Hurry
Thursday, 14 August 10:45 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 211-214 Session Chair: Glenn Goldman, New Jersey Institute of Technology
Thursday, 14 August 10:45 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 211-214 Session Chair: Glenn Goldman, New Jersey Institute of Technology
In computer animation, vegetation models must often conform to art-directed trunk and canopy shapes. To achieve these looks, a team at Pixar developed a toolset that interpolates branching detail between specific art-directed elements. This paper also discusses techniques to plausibly shadow large forests of these assets.
Matt Kuruc
Pixar Animation Studios
Nancy Tsang
PIxar Animation Studios
Tom Nettleship
Pixar Animation Studios
Blue Sky Studios met the challenge of scope and complexity for "Rio 2" with a unified level-of-detail asset pipeline using a sparse-voxel-octree geometry cache to support multiple workflows for populating, animating, and raytracing thousands of intricate characters with consistent and efficient throughput for lighting and rendering.
Sean Palmer
Blue Sky Studios
Eric Maurer
Blue Sky Studios
Mark Adams
Blue Sky Studios
A simple pipeline for creating and rendering point-based LoD elements in a production-film renderer.
Harrison McKenzie Chapter
DreamWorks Animation
This talk provides a production-oriented account of creating 300 monsters for "Monsters University".
Byron Bashforth
Pixar Animation Studios
Shalin Shodhan
Pixar Animation Studios
Jonas Jarvers
Pixar Animation Studios