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The art and technology of hair simulation in Disney's Moana 迪斯尼电影《海洋奇缘》中模拟头发的艺术和技术
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085072
Marc Thyng, Christopher Evart, Toby Jones, Aleka McAdams
Beginning with the early concept art, Moana featured characters with long curly hair interacting heavily with both the characters and their environment. This level of complexity in hair interactions and dynamics presented demanding simulation needs which led to changes throughout the hair simulation pipeline, from grooming to technical animation. In order to overcome these challenges we implemented a new hair model and data type, as well as overhauled how we handled hair collisions. We discuss the motivation and details of our hair simulation and technical animation process, as well as the implications of the new model both to artist interactions and our overall pipeline.
从早期的概念艺术开始,《海洋奇缘》便突出了带有长卷发的角色与角色及其环境的互动。这种复杂程度的头发相互作用和动态提出了苛刻的模拟需求,导致整个头发模拟管道的变化,从梳理到技术动画。为了克服这些挑战,我们实现了一个新的头发模型和数据类型,以及我们如何处理头发碰撞。我们讨论了我们的头发模拟和技术动画过程的动机和细节,以及新模型对艺术家互动和我们整体管道的影响。
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引用次数: 2
Masquerade: fine-scale details for head-mounted camera motion capture data 假面舞会:头戴式摄像机动作捕捉数据的精细细节
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085086
Lucio Moser, Darren Hendler, Douglas Roble
We present Masquerade, a novel modular and expandable tool for adding fine-scale details to facial motion capture data from head-mounted cameras. After studying two important related works we developed a framework to reproduce the original approaches as well as to test equally promising alternatives. This framework has been vital for understanding the limitations of previous approaches and to explore ways to improve the results. Our final solution was a combination of algorithms and data representations that produced better results than previous works when tested with our evaluation data. Since then, Masquerade is being actively used in production for enhancing marker data with fine-scale details.
我们提出了Masquerade,一种新颖的模块化和可扩展的工具,用于向头戴式摄像机的面部动作捕捉数据添加精细细节。在研究了两项重要的相关工作后,我们开发了一个框架来复制原始方法并测试同样有希望的替代方法。这个框架对于理解以前方法的局限性和探索改进结果的方法至关重要。我们的最终解决方案是算法和数据表示的结合,在使用我们的评估数据进行测试时,产生了比以前的工作更好的结果。从那时起,Masquerade在生产中被积极用于增强具有精细细节的标记数据。
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引用次数: 10
Novel algorithm for sparse and parallel fast sweeping: efficient computation of sparse signed distance fields 稀疏并行快速扫描新算法:稀疏符号距离域的高效计算
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085093
K. Museth
We present a new efficient algorithm for computing signed distance fields by means of the Fast Sweeping Method. Unlike existing algorithms ours is explicitly designed to explore the benefits of sparse (vs dense) grids as well as concurrency, i.e. mutli-threading.
提出了一种新的计算带符号距离域的快速扫描算法。与现有的算法不同,我们的算法被明确地设计为探索稀疏(相对于密集)网格以及并发性(即多线程)的好处。
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引用次数: 5
Revving up a storm: a talk on creating Jackson storm 加速风暴:关于制造杰克逊风暴的演讲
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085081
George Nguyen, Peter Tieryas, Jae Hyung Kim, J. Holtsclaw
Cars 3's main antagonist is Jackson Storm, the first of a new breed of Next Gen racers. Lightning McQueen is definitely a classic, but Storm represents a sea change in many ways. Much of our specialized technical work on Storm reflects this progression to support his characterization on screen.
《赛车3》的主要对手是Jackson Storm,他是新一代赛车手中的第一个。闪电麦昆绝对是经典之作,但风暴在很多方面都代表着巨大的变化。我们对“风暴”的许多专业技术工作都反映了这一进展,以支持他在屏幕上的角色塑造。
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引用次数: 0
Behind the scenes of VFX in the Middle East & Syria: "in art we trust" 中东和叙利亚的视觉特效幕后:“我们信任的艺术”
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3101025
Elias Saliba, M. Barkaoui, Hind Wakil
Lighthouse VFX production, and post production house is specialized in visual effects.
灯塔VFX制作,后期制作是专门从事视觉效果的房子。
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引用次数: 0
LAIKA's digital big boards 莱卡的数码大板
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085034
Jeff Stringer, O. Nelson, Tony Aiello
To manage the increased complexity in its hybrid stop-motion/CG animated features, LAIKA built a custom production scheduling system, converting the traditional tactile and laborious approach of planning a stop-motion shooting schedule on a big board into a fully digital, live and interactive experience connecting the entire crew.
为了管理其定格/CG混合动画功能中日益增加的复杂性,LAIKA建立了一个定制的制作调度系统,将传统的触觉和费力的方法转换为在大板上规划定格拍摄时间表,将整个工作人员连接到一个完全数字化的,实时的和互动的体验。
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引用次数: 1
Concept through creation: establishing a 3-D design process in the footwear industry 创意理念:在鞋业中建立三维设计流程
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085161
J. Suessmuth, Sky Asay, Conor Fitzgerald, Mario Poerner, Davoud Ohadi, Detlef Mueller
The aim of the adidas digital creation program is to build an industry leading system of 3-D tools that empowers creativity and connects creators digitally. Our pipeline is tailored for a product design and creation community that is non-technical. Our users benefit from better visualization and information for decision-making such as concept reviews or improved factory handovers. The brand benefits from more useful assets for sell-in, and consumers benefit from products that it ever changing trends. 3-D tools for product design that enable constant change through non-destructive behavior at a speed of workflow that is competitive with traditional 2-D methods haven't been available in the past. In this talk, we'll share how working side by side with our footwear designers, we were able to find novel workflows that inspire new tools and integrations.
阿迪达斯数字创作计划的目标是建立一个行业领先的3d工具系统,赋予创造力并以数字方式连接创作者。我们的管道是为非技术的产品设计和创造社区量身定制的。我们的用户受益于更好的可视化和决策信息,如概念审查或改进的工厂移交。品牌受益于更有用的销售资产,消费者受益于不断改变趋势的产品。用于产品设计的3-D工具可以通过非破坏性行为进行持续更改,其工作流程的速度与传统的2-D方法相比是不可用的。在这次演讲中,我们将分享如何与我们的鞋类设计师并肩工作,我们能够找到新的工作流程,激发新的工具和集成。
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引用次数: 1
Rogue One: A Star Wars Story - Jedha destruction 侠盗一号:星球大战外传——吉达毁灭
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085068
Ciara Moloney, James J. Haydock, M. Puchala, Miguel Perez Senent
The Jedha sequence involved a colossal wave of destruction emanating from the epicenter of the Death Star attack on the planet Jedha. At ILM London, our task was to carefully plan the evolution of planet scale destruction from initial impact to final escape. Tectonic sized plates of rock, earth and sand had to rise up into the sky and form a wave 30,000 feet high. To achieve this we created a wide range of elements using well established ILM workflows. The scale of the scenes and simulations also meant that new workflows needed to be developed and the setups needed to be efficiently art directable.
吉达序列涉及从死星攻击吉达星球的中心发出的巨大毁灭波。在工业光魔伦敦,我们的任务是仔细规划从最初撞击到最终逃逸的行星规模破坏的演变。构造大小的岩石、泥土和沙子板块必须上升到天空,形成30,000英尺高的波浪。为了实现这一目标,我们使用完善的ILM工作流程创建了广泛的元素。场景和模拟的规模也意味着需要开发新的工作流程,并且需要有效地进行美术指导。
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引用次数: 0
Nature-based hybrid computational geometry system for optimizing the interior structure of aerospace components 航空航天部件内部结构优化的基于自然的混合计算几何系统
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085088
Danil Nagy
This talk will describe a recent collaboration between our group and the aircraft manufacturer Airbus for the design of a new aerospace component which uses cutting-edge design and fabrication techniques to radically reduce the weight of the component while maintaining the same structural performance. To achieve these results, we developed a novel computational geometry system which combines a bottom-up growth strategy based on slime mold behavior from nature, with a top-down genetic algorithm framework for optimizing the final design.
本次演讲将介绍我们小组和飞机制造商空中客车公司最近合作设计的一种新型航空航天部件,该部件采用尖端的设计和制造技术,在保持相同结构性能的同时,从根本上减轻了部件的重量。为了实现这些结果,我们开发了一种新的计算几何系统,该系统结合了基于自然界黏菌行为的自下而上的生长策略,以及用于优化最终设计的自上而下的遗传算法框架。
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引用次数: 4
The role of hand-drawn animation in Disney's Moana 迪斯尼电影《海洋奇缘》中手绘动画的角色
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085079
Kim Keech, Rachel Bibb, B. Whited, Brett Achorn
The art direction of Moana called for the use of hand-drawn animation to be intimately mixed with the primarily CG film. This direction pushed us to develop new workflows in order to not only achieve the very specific look but also allow for the direct interaction between the various CG and hand-drawn elements. Exploring these workflows has further bridged the gap between hand-drawn animation and CG animation, opening the way for continued exploration into hybrid animation.
《海洋奇缘》的艺术指导要求使用手绘动画与主要的CG电影紧密结合。这个方向促使我们开发新的工作流程,不仅要实现非常具体的外观,还要允许各种CG和手绘元素之间的直接交互。探索这些工作流程进一步弥合了手绘动画和CG动画之间的差距,为继续探索混合动画开辟了道路。
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引用次数: 4
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ACM SIGGRAPH 2017 Talks
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