Orhan Kipcak will present the Information Design departments of the University of Applied Sciences, FH Joanneum Graz.
In the bachelor programme Information Design general design abilities are conveyed. Students learn how to understand and solve design tasks and how to plan and optimize communication processes in all types of media. The curriculum does not only include technical, economic and design courses, but also subjects dealing with human perception or art and cultural theory.
In the master programme Media and Interaction Design special emphasis lies on the discussion of paradigmatic issues related to game design.
The bachelor programme offers 60 college places each year, the master programme 15 each year.
Currently, students do not have to pay tuition fees at the FH Joanneum Graz.
Talks - PIXELvienna6
Reanimating John Lennon
This talk is about bringing dead celebrities back to life. Using the example of John Lennon, FriendlyFire will talk about their experiences, stumbling blocks during the development and the dogged fight in the uncanny valley.
Workflow solutions with Cinema 4D and Vue xStream
In the last couple of years Maxon Cinema 4D has grown to a powerful and production-ready 3D- and Animationtool. Because of its modular design it offers for every 3D- and VFX-Artist powerful extensions that make everday tasks quickly to solve. Besides convenient tools the animation system of Maxon Cinema 4D R13 includes a complete NLA- and motion-layer-system. In release R13 the character tools are extended by a powerful template-driven rigging system and an easy to use cmotion walkcycle generator. Moreover it offers an intuitive user interface and is extremely stable.
E-on Vue xStream’s strengths lie in working with natural phenomena such as landscapes, vegetation, clouds and atmospheres. Therefore, this tool is often used in matte painting and Set-Extensions. Hollywood-Productions like Avatar, Pirates of the Caribbean, Australia and Terminator Salvation to name just a few are demonstrative examples of the powerful effects E-on Vue xStreams is able to create.
In this workshop Helge Maus shows possible workflows between Cinema 4D and Vue xStream, which of course are adaptable for other 3D applications.
The Power of High-end Visualization in Virtual Material Design
Digital materials are key for high-end visualization in many industries – but how to digitize and render real, physical samples efficiently? How to provide the correctness to build up future-proof material libraries and automate processes? Where to draw the line between high performance visualization and simulation? Digital samples need to be modified and edited in an intuitive, creative manner. Different technologies are already available to handle these challenges and support the creative work of material designers and artists. Check out the latest developments and their applications.
Lumatix Interactive Workshop – Best-practice sharing
How long does it take a 3D artist to complete a visualization project? You explore several different styles? You test innovative materials? You try to please your client by presenting several different options they can choose from? Yes, sure, but… The deadline is too tight to test different versions. The test renderings consume most of your production time and there is no way to produce and render various options from which your customer can choose. Or is it?
Find out in this interactive workshop how you, as an artist can speed-up your production time by 80%. Learn from your peers and industry experts what you can do to make your clients happy by delivering faster, high quality results. You can also involve your non-technical customers into the production process more effectively.
This interactive workshop requires the interaction of all participants and is moderated by Bernd Einmeier, MD, and Christian Heckl, MD and CTO, of Lumatix, the pre-visualization specialist. Bernd is an experienced business management consultant,and Christian is a technology specialist for 3D technology.
The benefit for you? This workshop can change your customer-satisfaction levels
significantly, by learning what pre-visualization can do for your daily work.
Even distribution and morphing of particles on animated polygon meshes with changing topology in Softimage-ICE and emFlock2/emFly
A demonstration on how to create even distribution of particles on a polygon meshes with changing topology (e.g. meta meshes) and how to morph between different point clouds with different particle counts. The tools used are Softimage 2011.5, ICE, emFlock2 (neighboring and flocking) as well as emFly (which is also part of the emFlock2 plugin). A two minute long animation using the above techniques was made especially for this event.
A New Approach to Lighting
Designed for the high-end feature film, television and industrial, automotive and architectural design industries, Bakery Relight has been created to streamline and accelerate workflows and enhance the artistic process on flat and stereoscopic 3D animated and live action/visual effects feature films and television series, as well as industrial, automotive and architectural design projects.
Bakery Relight launched at NAB 2011 in Las Vegas. The Bakery also recently confirmed support for Mental Ray scenes in the latest version of Bakery Relight, and will be showcasing this at PIXEL 6. (It is anticipated that this version of Relight will be available to users in Q4 2011.)
A hands-on introduction to Maya development using MEL and the C++/Python API
This talk aims on giving everybody an understanding of how to quickly create valuable Maya plug-ins that can massively improve your production pipeline. Whether you want to write a simple data importer or exporter or you need to implement the latest solver in cloth simulation – this talk will get you started. After a presentation of Maya’s most important features – the nodes and the Dependency Graph – in a nutshell, Matthias will illustrate what language to use best for different tasks and how to even combine them to harness their full potential. The talk will be accompanied by lots of easy to understand code examples in all three languages. Experience in any high-level programming language is beneficial but not necessary.
Real-time rasterization GPU renderer
FurryBall is the first unique real-time rasterization GPU renderer in production quality implemented directly into Maya. No more time-consuming exports, waiting and tuning in stand-alone applications. You can see your render in final quality in real-time. FurryBall has its own hair system connected to Maya dynamics, and has the added advantage of supporting Maya Fluids, particles, displacement, SSS, textures, soft shadows, reflections and refractions, ambient occlusion, color bleeding, depth of field, motion blur and many other features, all directly in the Maya viewport. FurryBall Stereo supports anaglyph, side-by-side, interlaced and special measure for zero parallax. FurryBall is about 30-300 times faster than CPU renderers on regular low-cost graphics card.
State of the Art in Raytracing
Raytracing is currently replacing classic rasterization approaches in many fields of the industry. This talk should give technical directors, artists and software developers an overview of current state of the art in raytracing techniques. It compares the respective pros and cons to consider when using or implementing a modern raytracer.
Evolution of the Prix-ArsElectronica
Evolution of the Prix-ArsElectronica with focus on Computeranimation.
Presentation of the 2011 selection.
Architectural visualization: then, now and the future
A brief history of architectural representation and visions of what may be still to come.
Unity
Hands-on demonstration on the development of a multiple platform game starting with prototyping the game to the final version running on Android, iOS, web, Facebook and standalone. The steps include but not limited: programming, art assets import and updating, particles, GUI, AI and the build for multiplatform.
Create Film Effects using Houdini’s Dynamic Environment
How to create and control effects for feature film using Houdini’s very flexible and modular dynamic’s environment. Taking advantage of it’s recursive nature and open data structures. Starting with the basics and working our way through to more advanced examples including the creation and modification of solvers. Keeping productivity in mind and hopefully creating a better understanding of what Dynamics are and how they are used within the domain of feature film. The talk will also include a small peak into the to be released version of Houdini 12. Including a new geometry library and improved solvers!
From Movie to Pixel
a “galactic zoom” into digital filmmaking at Digic Pictures.
In this diverse talk that should have something interesting for everyone, Digic’s Peter Sved will talk about the digital filmmaking process at Digic, a company that specializes in top-end, fully 3D rendered game-cinematics. Starting with the broader aspects and issues around script and animatic development, he will go through the shot assembly process, all the way to final renders, making some interesting stops along the way, including his experiences with Massive.
The challenging art of freedom
The presentation deals with the development challenges associated with creating an openly structured gameplay in a military simulation game. It provides overview and assessment of general requirements, technological limitations and design solutions employed in the development of the Bohemia Interactive’s past titles. Animations and environment are discussed in greater detail.
An insight to real time animation presentation subsystem in Arma engine is provided. Attendees will be given various examples and case analyses of real in-game situations, which may help them either to design gameplay to avoid possible issues or to design animation subsystem of their real-time engine in order to handle such issues acceptably.
The overview of the terrain creation method is provided as another example of the unique approach to Bohemia Interactive’s gaming projects. The requirements of game design and relationships of the gameplay and terrain are widely discussed, with the in-game examples of the resulting virtual landscapes. Also, the AI-related aspects of the terrain design are brought to attention of the attendees.
The speech is concluded by the examples of the discussed areas in the development in Arma 3. The acceptable level of abstraction in a game presentation is discussed as a viable approach in a large-scale simulation.
The Visual Effects of “We are the night”
“We are the night”, starring Nina Hoss and Karoline Herfurth, is the first german attempt at a vampire movie in a long time. VFX Supervisor Alex Lemke will talk about the creation of about 250 Shots for the film, covering a wide variety of techniques, and the special challenges of producing them.
Fur, feathers and effects
Martin will be talking about how Framestore London uses Sidefx Houdini to create high-end visual effects for advertising. He will show examples and breakdowns from past commercials such as “Coca Cola Siege” and explain how they took advantage of Houdini’s procedural work flow and node-based interface.
From Computer Scientist to Game Engineer
This talk introduces the Master degree program of “Game Engineering and Simulation Technology” at the University of Applied Sciences Technikum Wien. From the first assessment up to the final exam Alexander will explain the organizational requirements. Which modules, classes and teachers from either business or research you could meet in class and what is the content in the courses. Become a real engineer and boost your career.
Creating the story of Fantastic Mr Fox and Tim Burtons Frankenweenie
Christian will be talking about his work as a story artist. What makes a good story and how to convey feelings with images. This includes staging, lighting, editing, compostition and many other things. He will do this with examples from is work experience, showing many examples to illustrate the concepts visually.
Lessons from Disney’s Master Animators
Walt Disney’s group of animators, also known as “The Nine Old Men”, were top
artists in their field. Their high standards for character animation for feature films as well as shorts set the bar for the medium.
Taking a close look at their techniques and individual styles reveals how important and relevant their contributions are to anyone who is working in animation today.
No matter if you are a CG artist, a stop motion or traditional animator, there are valuable lessons to be learned from these Hollywood pioneers.
Realistic Deformations with Pose Space Deformation
In creating 3D characters, one of the most challenging issues is creating high quality and realistic deformations. Most current tools today suffer from a lack of control, ease of use, and due to the lack of functionality, fails to deliver realistic results. This is where Pose Space Deformation (PSD) comes in. It is a method that allows great direct-ability and overall fast performance compare to most muscle / skin simulation solutions. Pose space deformation also yields great results that typical skinning solutions alone cannot achieve. In this presentation, we will go into great details of what PSD is, how does it work, and what you can achieve with this method based on real world visual effects examples.