D. Spears, Scott Dyer, G. Joblove, Charles Gibson, Lincoln Hu
{"title":"Visual effects technology—do we have any? (panel session)","authors":"D. Spears, Scott Dyer, G. Joblove, Charles Gibson, Lincoln Hu","doi":"10.1145/218380.218538","DOIUrl":null,"url":null,"abstract":"Derek Spears This panel is focused on taking a look at what key technologies we need to push visual effects father into the realms of realism. We will start by examining what tools we have used so far in order to provide a firm reference to understand where we are going. Tools in the areas of Input/Output (Scanning/Recording/ Data Transfer), Image Processing, and Animation/Motion Capture will be covered. These are not only major concerns for the visual effects industry, but cover large areas of interest for mainstream computer graphics. Why is this important? The visual effects industry as a whole has become in and of itself a proving ground for cutting edge digital technologies. Morphing, Motion Capture and Digital Compositing were largely born out of the needs of the Visual Effects industry and Visual Effects has benefited enormously from advances in Computer Graphics. This is partially due to the Visual Effects Industry's willingness to embrace new technologies, riding the bleeding edge. These technologies have enabled us to do things never before imaginable. While we all think that the quality of visual effects has been stunning in the past, we need to stop and look at how we really achieve these images. The tools obviously work, we have produced breathtaking imagery with them. But we have to ask the questions \"Are they good enough? What more do we need?\" These questions relate not only to the search for solutions to previously impossible problems, but also the search to do things we already understand better, faster and cheaper. The search for new technology includes advances in algorithms, totally new approaches, and even solving more basic and historically ignored problems, such as user interfaces and artist interaction. We will take a look at our present and a glimpse into our future of where our tools are (and more importantly, should be) headed.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"235 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/218380.218538","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Derek Spears This panel is focused on taking a look at what key technologies we need to push visual effects father into the realms of realism. We will start by examining what tools we have used so far in order to provide a firm reference to understand where we are going. Tools in the areas of Input/Output (Scanning/Recording/ Data Transfer), Image Processing, and Animation/Motion Capture will be covered. These are not only major concerns for the visual effects industry, but cover large areas of interest for mainstream computer graphics. Why is this important? The visual effects industry as a whole has become in and of itself a proving ground for cutting edge digital technologies. Morphing, Motion Capture and Digital Compositing were largely born out of the needs of the Visual Effects industry and Visual Effects has benefited enormously from advances in Computer Graphics. This is partially due to the Visual Effects Industry's willingness to embrace new technologies, riding the bleeding edge. These technologies have enabled us to do things never before imaginable. While we all think that the quality of visual effects has been stunning in the past, we need to stop and look at how we really achieve these images. The tools obviously work, we have produced breathtaking imagery with them. But we have to ask the questions "Are they good enough? What more do we need?" These questions relate not only to the search for solutions to previously impossible problems, but also the search to do things we already understand better, faster and cheaper. The search for new technology includes advances in algorithms, totally new approaches, and even solving more basic and historically ignored problems, such as user interfaces and artist interaction. We will take a look at our present and a glimpse into our future of where our tools are (and more importantly, should be) headed.