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Gears of War 4: creating a layered material system for 60fps 《战争机器4》:创建60fps的分层材质系统
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085026
Colin Penty, Ian Wong
We have created a new material system for Gears of War 4 inside Unreal Engine that allows artists to layer dozens of materials with complete material tuning control and flexibility - then cook out the results in-engine for efficient run-time performance.
我们在虚幻引擎中为《战争机器4》创建了一个新的材料系统,它允许美工人员使用完整的材料调整控制和灵活性来分层数十种材料,然后在引擎中制作出有效运行时性能的结果。
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引用次数: 0
Flexible pipeline for crowd production 灵活的流水线,适合批量生产
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085042
Mungo Pay, D. Maupu, M. Prazák
The complexity of crowd shots can vary greatly, from simple vignetting tasks that add life to an environment, to large and complex battle sequences involving thousands of characters. For this reason, a "one size fits all" crowd solution might not be optimal, both in terms of design and usability, but also allocation of crew. In this talk we present a suite of tools, developed across multiple platforms, each optimised for specific crowd tasks. These are underpinned by a data interchange library to allow for modification at any stage of the pipeline.
人群镜头的复杂性可以有很大的不同,从简单的为环境添加生命的模糊任务,到涉及数千个角色的大型复杂战斗序列。出于这个原因,“一刀切”的人群解决方案可能不是最优的,无论是在设计和可用性方面,还是在人员分配方面。在这次演讲中,我们将介绍一套工具,这些工具是跨多个平台开发的,每个工具都针对特定的人群任务进行了优化。这些由数据交换库支持,以允许在管道的任何阶段进行修改。
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引用次数: 0
DreamWorks fabric shading model: from artist friendly to physically plausible 梦工厂织物遮阳模型:从艺术家友好到物理可信
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085024
Priyamvad Deshmukh, Feng Xie, Eric Tabellion
Since Shrek 2, DreamWorks artists have used the fabric model developed by [Glumac and Doepp 2004] extensively on cloth material shading. Even after we developed the physically based microcylinderical cloth model by [Sadeghi et al. 2013], they continued to prefer the intuitive control of the DreamWorks fabric shading model, which is also a cyindrical shading model, with easy to use artistic controls for highlights, and highlight directions.
从《怪物史莱克2》开始,梦工厂的美术师们就在布料材质上广泛使用了由[Glumac and Doepp 2004]开发的织物模型。即使在我们通过[Sadeghi et al. 2013]开发了基于物理的微柱状布模型之后,他们仍然更喜欢DreamWorks织物遮阳模型的直观控制,这也是一个柱状遮阳模型,具有易于使用的高光和高光方向的艺术控制。
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引用次数: 2
Optical flow-based face tracking in The Mummy 《木乃伊》中基于光流的面部追踪
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085048
Curtis Andrus, Endre Balint, Chong Deng, S. Coupe
In The Mummy, much of MPC's work involved augmenting the Ahmanet character with various CG elements. This includes, eye splitting, runes, rotten/torn skin, etc. See Figure 1 for an example. These elements needed to be added on top of a live performance, so tracking a 3D model to Ahamanet's face was necessary. Doing this sort of work isn't uncommon, but with the high volume of shots MPC did for this show, it was clear that some new tools would be necessary to help simplify this process.
在《木乃伊》中,MPC的大部分工作都是用各种CG元素来增强Ahmanet这个角色。这包括,眼睛分裂,符文,腐烂/撕裂的皮肤等。图1给出了一个示例。这些元素需要添加到现场表演的顶部,所以跟踪一个3D模型到Ahamanet的脸是必要的。做这种工作并不罕见,但MPC为这个节目做了大量的镜头,很明显,一些新的工具将有助于简化这一过程。
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引用次数: 0
The eyes have it: comprehensive eye control for animated characters 眼睛有它:全面的眼睛控制动画人物
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085061
Pilar Molina Lopez, J. Richards
Eyes are often the most important feature in a character's performance, conveying emotion, timing and intention as well as hints about what comes next in the story. Stories are driven by characters and audience investment comes from their empathy for those characters. Unless the viewer is making a concerted effort to look elsewhere on screen, they usually concentrate on the eyes of the main character. Therefore, a great amount of effort and time is spent making the eyes of our characters look as expressive as possible. When done improperly, the eyes will make a character look dead and unappealing. Our technology utilized to create our characters' eyes gives artists the flexibility to push the boundaries of their craft; it helps them portray characters that communicate the emotions that a story requires. In order to achieve this we designed a set of techniques that compose our eye pipeline. It has been refined over many years in a continued effort and collaboration among several departments at our studio, from modeling to lighting passing through animation and rigging. It allows animators to follow their expressive style while also providing materials artists and lighters with the necessary input to achieve a realistic look.
眼睛通常是角色表演中最重要的特征,传达情感、时机和意图,并暗示故事的下一步。故事是由角色驱动的,观众的投入来自于他们对这些角色的同情。除非观众齐心协力地看向屏幕上的其他地方,否则他们通常会把注意力集中在主角的眼睛上。因此,我们花费了大量的精力和时间,使我们的角色的眼睛看起来尽可能富有表现力。如果做得不恰当,眼睛会让一个角色看起来像死了一样,没有吸引力。我们用来创造角色眼睛的技术让美工能够灵活地推动他们的工艺边界;这有助于他们塑造能够传达故事所需情感的角色。为了实现这一点,我们设计了一套技术来组成我们的眼睛管道。在我们工作室的几个部门之间的持续努力和合作中,从建模到照明通过动画和索具,它已经经过多年的改进。它允许动画师遵循他们的表达风格,同时还提供必要的输入材料艺术家和打火机,以实现逼真的外观。
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引用次数: 1
Muscle simulation for facial animation in Kong: Skull Island 《金刚:骷髅岛》面部动画的肌肉模拟
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085040
Matthew Cong, Lana Lan, Ronald Fedkiw
For Kong: Skull Island, Industrial Light & Magic created an anatomically motivated facial simulation model for Kong that includes the facial skeleton and musculature. We applied a muscle simulation framework that allowed us to target facial shapes while maintaining desirable physical properties to ensure that the simulations stayed on-model. This allowed muscle simulations to be used as a powerful tool for adding physical detail to and improving the anatomical validity of both blendshapes and blendshape animations in order to achieve more realistic facial animation with less hand sculpting.
在《金刚:骷髅岛》中,Industrial Light & Magic为金刚创建了一个解剖学动机的面部模拟模型,包括面部骨骼和肌肉组织。我们应用了一个肌肉模拟框架,使我们能够在保持理想的物理特性的同时瞄准面部形状,以确保模拟保持在模型上。这使得肌肉模拟被用作一个强大的工具,用于添加物理细节,并提高混合形状和混合形状动画的解剖有效性,以实现更逼真的面部动画与更少的手工雕刻。
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引用次数: 7
A new contour method for highly detailed geometry 高度精细几何的一种新的轮廓方法
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085052
A. Bauer
Ray-traced contours are inherently challenged by highly detailed geometry, as commonly found in organic shapes. Existing contour methods cannot reflect such complexity in an artistically pleasing way (Figure 1 A), and animations are prone to flicker. After a brief explanation of contour generation and its inherent challenges, this talk presents a novel approach to rendering aesthetic and flicker-free contours on highly detailed geometry (Figure 1 B). The new method employs sub-pixel-level sub-sampling to achieve a high level of detail quality, and supports contours in transparency, reflection and refraction. The implementation uses mental ray (Unified Sampling mode) but could be realized in other ray tracing renderers as well.
光线追踪轮廓本质上受到高度详细几何形状的挑战,就像有机形状中常见的那样。现有的轮廓方法无法以一种艺术上令人愉悦的方式反映这种复杂性(图1a),而且动画容易出现闪烁。在简要解释轮廓生成及其固有挑战之后,本演讲提出了一种在高度详细的几何形状上渲染美学和无闪烁轮廓的新方法(图1b)。新方法采用亚像素级子采样来实现高水平的细节质量,并支持透明度,反射和折射轮廓。该实现使用mental ray(统一采样模式),但也可以在其他光线跟踪渲染器中实现。
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引用次数: 2
Circular separable convolution depth of field 圆形可分离卷积的景深
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085022
K. Garcia
Circular Separable Convolution Depth of Field (CSC DoF) is a mathematical adaptation and implementation of a separable circular filter, which utilizes complex plane phasors to create very accurate and fast bokeh. At its core, this technique convolves a circular pattern blur in the frequency domain using a horizontal and a vertical pass, representing the frame buffer using complex numbers. This technique renders at magnitudes faster than brute-force and sprite-based approaches, since it is a separable convolution. Important properties of this technique include convolution separability, low memory bandwidth and large radii circles. The technique has been shipped on Madden NFL 15, Madden NFL 16, Madden NFL 17, Fifa 17 and PGA Tour Rory McIlroy. The implementation includes an offline shader code generation step containing pre-computed frequency domain filters, multiple weighted passes for imaginary and real number processing. We will present the mathematical derivation and some caveats to achieve the required precision for intermediate frequency domain frame buffers.
圆可分卷积景深(CSC DoF)是一种可分圆形滤波器的数学改编和实现,它利用复杂的平面相量来产生非常精确和快速的散景。该技术的核心是使用水平和垂直通道在频域中卷积圆形图案模糊,使用复数表示帧缓冲区。这种技术的渲染速度比蛮力和基于精灵的方法快,因为它是一个可分离的卷积。该技术的重要特性包括卷积可分离性、低存储带宽和大半径圆。该技术已在《Madden NFL 15》、《Madden NFL 16》、《Madden NFL 17》、《Fifa 17》和PGA Tour Rory McIlroy中使用。该实现包括一个离线着色器代码生成步骤,其中包含预先计算的频域滤波器,多个加权通道用于虚数和实数处理。我们将给出数学推导和一些注意事项,以达到中频域帧缓冲器所需的精度。
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引用次数: 7
Gears of War 4: custom high-end graphics features and performance techniques 《战争机器4》:自定义高端图形功能和性能技术
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085162
J. Malmros
In this technical post mortem we talk about how The Coalition implemented new custom graphics features and optimized the rendering technology to achieve the performance needed for the high visual bar for Gears Of War 41.
在这篇技术事后分析中,我们将讨论The Coalition如何执行新的自定义图像功能并优化渲染技术以实现《战争机器41》的高视觉标准所需的性能。
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引用次数: 0
From VFX project management to predictive forecasting 从视觉特效项目管理到预测预测
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085036
Hannes Ricklefs, Stefan Puschendorf, S. Bhamidipati, Brian Eriksson, Akshay Pushparaja
VFX production companies are currently challenged by the increasing complexity of visual effects shots combined with constant schedule demands. The ability to execute in an efficient and cost-effective manner requires extensive coordination between different sites, different departments, and different artists. This coordination demands data-intensive analysis of VFX workflows beyond standard project management practices and existing tools. In this paper, we propose a novel solution centered around a general evaluation data model and APIs that convert production data (job/scene/shot/schedule/task) to business intelligence insights enabling performance analytics and generation of data summarization for process controlling. These analytics provide an impact measuring framework for analyzing performance over time, with the introduction of new production technologies, and across separate jobs. Finally, we show how the historical production data can be used to create predictive analytics for the accurate forecasting of future VFX production process performance.
视觉特效制作公司目前面临着越来越复杂的视觉效果镜头和不断变化的时间表要求的挑战。以高效和经济的方式执行的能力需要在不同的地点、不同的部门和不同的艺术家之间进行广泛的协调。这种协调需要超越标准项目管理实践和现有工具的视觉特效工作流的数据密集型分析。在本文中,我们提出了一种以通用评估数据模型和api为中心的新颖解决方案,该模型和api可将生产数据(作业/场景/镜头/计划/任务)转换为商业智能洞察,从而实现性能分析和生成用于过程控制的数据摘要。这些分析提供了一个影响测量框架,用于分析随着时间推移、新生产技术的引入以及不同作业的性能。最后,我们展示了如何使用历史生产数据来创建预测分析,以准确预测未来视觉特效生产过程的性能。
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引用次数: 1
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ACM SIGGRAPH 2017 Talks
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