How life drawing is used in 2D animation and how this can influence the quality of 3D work.
Unity 5 is coming! Andy will give a hands-on, in-editor demonstration covering many of the varied improvements that Unity has made to it’s engine for it’s next major release: Physical Based Shading, Reflection Probes, Exporting to WebGL, 2D Physics Features, Drawcall Visualisation and more! This talk is welcome for all skill-levels of game developers, programmers and artists!
Latest in V-Ray for VFX: V-Ray 3.0 for Maya, V-Ray for MODO and V-Ray for NUKE
V-Ray Master Trainer, Vassil Pepelyankov will focus on V-Ray 3.0 for Maya, along with V-Ray for MODO and V-Ray for NUKE – the latest technology Chaos Group offers to artists and the industry.
V-Ray VFX Workshop: Optimizing VFX Workflows with V-Ray 3.0
This workshop is focused on the workflows which put V-Ray 3.0’s advanced lighting, shading, and rendering capabilities to the best use in VFX, modelling, animation production and image compositing.
Pattern-based Modeling of Adaptive Facades
We present our research on modeling of facades which automatically adapt to a given size while keeping the structural characteristics. The user enters simple patterns which define overlapping layers with symmetric structures. The modeling software then aligns the layers to a single facade with a meaningful layout of desired size.
High-Quality Rendering in Augmented Reality
High-quality image synthesis, indistinguishable from reality, has been one of the most important problems in computer graphics from its beginning. Image synthesis in augmented reality (AR) poses an even more challenging problem, because coherence of virtual and real objects is required. Especially, visual coherence plays an important role in AR. Visual coherence can be achieved by calculating global illumination which introduces the light interaction between virtual and real objects. Correct light interaction provides precise information about spatial location, radiometric properties, and geometric details of inserted virtual objects. In order to calculate light interaction accurately, high-quality global illumination is required. However, high-quality global illumination algorithms have not been suitable for real-time AR due to their high computational cost. Global illumination in AR can be beneficial in many areas including automotive or architectural design, medical therapy, rehabilitation, surgery, education, movie production, and others.
This talk approaches the problem of visual coherence in augmented reality by adopting the physically based rendering algorithms and presenting a novel GPU implementation of these algorithms. The developed rendering algorithms calculate the two solutions of global illumination, required for rendering in AR, in one pass by using a novel one-pass differential rendering algorithm. The presented rendering algorithms are based on GPU ray tracing which provides high quality results. The developed rendering system computes various visual features in high quality. These features include depth of field, shadows, specular and diffuse global illumination, reflections, and refractions. Moreover, numerous improvements of the physically based rendering algorithms are presented which allow fast and accurate light transport calculation in AR.
Gameplay Storytelling in Multiplayer Games
The use of cinematographic effects in video games rapidly increases. In our research, we are looking for ways how to automatically compose views of multiple virtual cameras in multiplayer video games into a continuous visual narrative. There are various challenges, since the views are capturing dynamic scenes where many interesting events might happen at the same time at different locations. Our approach can be used in summarizing games, analyzing gameplays, or in virtual cinematography.
Rendering Photorealistic Skin For AAA Games
Rendering photorealistic skin is a remarkably complex and time-consuming process. In this talk I will describe a new technique to obtain stunning visual results in real-time. The proposed techniques are used in two of the latest AAA title games, both hitting the shelves this november.
In 2007 Wunderwerk Film started the internal project CMOCOS where and tried to use industrial robots for motion control. Over the years they deleoped several systems they now use in production. Stefan will give a short introduction to industrial robots, explain the basics and challenges of motion control. And show examples from productions for Adidas, Vodafone, Lindt, Ferrero and Transformers 4.
A sneak peek into the Art Department of an Austrian Game Developer. From the early game concept to the production pipeline of a MOBA/RPG for tablets.
A post mortem on the challenges we faced with developing and publishing AErena, a cross platform multiplayer gamefor hardcore strategy players.
Outlining the whole creation process, starting with a vision for core games on all platforms, defining target audiences, prototyping and releasing an alpha not only on early access but also on google play. Developing the game in very close cooperation with the community and continuing to do so after launch.
Juan will share his thoughts on physically based rendering, focused in state of the art areas like spectral rendering or GPUs. He will talk about how to survive 15 years in the CG industry developing rendering software.
Eric Towner, Executive Producer of Robot Chicken and co-founder of Stoopid Buddy Stoodios will talk about creating animated content for adults, environments that encourage pushing artistic boundaries, and how to play with puppets and accidentally find success.
A quick run down of the projects Juan has worked on. He will talk about his experiences as a designer in the entertainment industry in the US. The topics he has found to be the most important about designing characters: basic drawing, style and personal taste.
It’s been a year since the launch of the new console generation, and expectations and budgets have never been higher. Developing a new IP like Watch_Dogs and launching on two console generations at the same time put us in a position to try a new approach on animation. On Watch_Dogs we wanted knew we needed to increase the number of animations and also the quality from previous games and previous hardware generations.
This session will look at how the Watch_Dogs team in Montreal created a strategy to use and unprecedented amount of motion capture, and how also we raised the level of quality of individual animations. We will look at techniques used to bring Aiden Pearce to life, and how we realized the living city of Chicago through motion capture.
Now we are fully in the new generation of consoles, how will we keep up with expectation and how will we evolve?
This is a survey of animation works made for Pixar, Warner Bros and more by Alex Orrelle. Alex will be focusing on the anatomy of action and comedy, through use of shapes, timing and finding good reference.
The talk will include the presentation of animated clips, frame by frame analysis and quick sketching.
Andrei will talk about character design for Film and VFX. He will explain his pipeline which he developed based on his experience and He’ll show some examples from various films he has worked on.