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Proceedings of the 2019 Digital Production Symposium最新文献

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Skunk 臭鼬
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338876
Nicholas Augello, Arunachalam Somasundaram
This talk presents DreamWorks' fur motion system Skunk which is used to produce motion for fur on characters, garments, and props. Skunk's ease of use, speed, stability, interactive nature, flexible framework, layered simulation approach, on the fly fur setup capabilities, consistency, and artist controls pushed boundaries of fur motion and interaction, and expanded artist usage at DreamWorks. The system was widely used in the film How to Train Your Dragon: The Hidden World, the short Bilby, and is being used on current feature films and shorts at DreamWorks.
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引用次数: 1
Distributed multi-context interactive rendering 分布式多上下文交互呈现
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338878
Alex Gerveshi, S. Looper
By enabling artists to work interactively with multiple active renders from a single application, new lighting and surfacing workflows were made possible. This technique was implemented by replacing Katana's interactive-render mechanism, and by leveraging Arras, DreamWorks' in-house cloud computation system.
通过使艺术家能够与单个应用程序中的多个活动渲染交互工作,新的照明和表面工作流程成为可能。这项技术是通过替换Katana的交互渲染机制,以及利用梦工厂内部的云计算系统Arras来实现的。
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引用次数: 1
Physically based lens flare rendering in "The Lego Movie 2" 基于物理的镜头光晕渲染“乐高电影2”
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338881
E. Pekkarinen, Michael Balzer
We present our approach for incorporating realistic lens flare rendering in a production renderer based on a previously presented physically based lens simulation technique [Hullin et al. 2012]. We describe the approximations and sampling techniques behind efficient lens flare rendering, in addition to introducing flexible artist controls and workflows for this purpose. Using "The Lego Movie 2: The Second Part" as a case study, we show that these approaches are efficient and work well in a production environment.
我们提出了基于先前提出的基于物理的镜头模拟技术在生产渲染器中结合逼真镜头光晕渲染的方法[Hullin等人,2012]。我们描述了近似值和采样技术背后的高效镜头耀斑渲染,除了引入灵活的艺术家控制和工作流程为此目的。以“乐高电影2:第二部分”为例,我们展示了这些方法是有效的,并且在生产环境中运行良好。
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引用次数: 1
ASWF technical advisory committee: how to enable an open source community ASWF技术咨询委员会:如何启用开源社区
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338879
D. Heckenberg, Jean-François Panisset, E. Olin
The Technical Advisory Committee (TAC) coordinates technical efforts in the Academy Software Foundation (ASWF)[Academy Software Foundation 2019]. Launched in August 2018, the ASWF's purpose is to support open source software development in the motion picture content creation industry. Software engineers from the Foundation's members and software projects form the TAC. It plays a key role in establishing and promulgating best practices, proposing and scrutinizing candidate projects and establishing shared resoures such as Continuous Integration infrastructure.
技术咨询委员会(TAC)协调学院软件基金会(ASWF)[学院软件基金会2019]的技术工作。ASWF于2018年8月成立,旨在支持电影内容创作行业的开源软件开发。来自基金会成员和软件项目的软件工程师组成了TAC。它在建立和发布最佳实践、建议和审查候选项目以及建立共享资源(如持续集成基础设施)方面发挥着关键作用。
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引用次数: 0
Millefiori: a USD-based sequence editor Millefiori:一个基于美元的序列编辑器
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338882
Victor Yudin, Gregory Ducatel
Millefiori is a visual effects application designed to allow users to view and edit a series of large scenes, leveraging Pixar Universal Scene Description in its core, and Qt/QML for the UI components. While Millefiori was initiated as a sequence editor, its USD-based core has since formed the basis of the entire pipeline at Mill Film, from editing a USD stage to generating a review QuickTime. Development of the technology was a successful collaboration of developers led by Mill Film, MPC R&D, and Technicolor Research and Innovation.
Millefiori是一个视觉效果应用程序,旨在允许用户查看和编辑一系列大型场景,利用皮克斯通用场景描述在其核心,和Qt/QML的UI组件。虽然Millefiori最初是作为一个序列编辑器,但其基于美元的核心已经形成了Mill Film整个管道的基础,从编辑美元阶段到生成评论QuickTime。该技术的开发是由Mill Film, MPC R&D和Technicolor Research and Innovation领导的开发人员成功合作的结果。
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引用次数: 1
Jumping in at the deep end: how to experiment with machine learning in post-production software 跳入深渊:如何在后期制作软件中实验机器学习
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338880
D. Ring, J. Barbier, Guillaume Gales, Ben Kent, Sebastian Lutz
Recent years has seen an explosion in Machine Learning (ML) research. The challenge is now to transfer these new algorithms into the hands of artists and TD's in visual effects and animation studios, so that they can start experimenting with ML within their existing pipelines. This paper presents some of the current challenges to experimentation and deployment of ML frameworks in the post-production industry. It introduces our open-source "ML-Server" client / server system as an answer to enabling rapid prototyping, experimentation and development of ML models in post-production software. Data, code and examples for the system can be found on the GitHub repository page: https://github.com/TheFoundryVisionmongers/nuke-ML-server
近年来,机器学习(ML)研究呈爆炸式增长。现在的挑战是将这些新算法转移到视觉效果和动画工作室的艺术家和TD手中,这样他们就可以开始在现有的管道中试验ML。本文介绍了目前在后期制作行业中实验和部署ML框架所面临的一些挑战。它介绍了我们的开源“ML- server”客户端/服务器系统,作为在后期制作软件中实现快速原型,实验和ML模型开发的答案。系统的数据、代码和示例可以在GitHub存储库页面上找到:https://github.com/TheFoundryVisionmongers/nuke-ML-server
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引用次数: 2
Making you matter: creating interactive VR narratives through experimentation and learning 让你变得重要:通过实验和学习创造交互式VR叙事
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338883
Larry Cutler, Eric Darnell, N. Dirksen, Michael Hutchinson, Scott Peterson, R. Schiewe, Wei Wang
Virtual Reality (VR) is a transformative medium for narrative storytelling where content creators can place an audience member inside the story, give them a role to play, and ultimately make them matter to the characters. Immersive storytelling is fundamentally different from film and games. It requires a new creative toolset that is still in its infancy compared to other entertainment mediums. We provide a behind the scenes look at our many experimentations, failures, and learnings in developing interactive VR animated narratives spanning four released projects: Invasion!, Asteroids!, Crow: The Legend, and Bonfire. We delve into cinematic techniques for VR, including staging, movement mechanics, and directing the viewer's eye. We explore the role the viewer plays in each of our pieces. Finally, we dive into how we make you matter through nonverbal communication, interactivity that supports the narrative structure, non-linear storytelling, and character AI.
虚拟现实(VR)是一种变革性的叙事媒介,内容创作者可以将观众置于故事中,赋予他们扮演的角色,并最终使他们对角色产生影响。沉浸式故事叙述从根本上不同于电影和游戏。它需要一套与其他娱乐媒体相比仍处于起步阶段的全新创意工具。我们提供了一个幕后看看我们在开发交互式VR动画叙事中的许多实验,失败和学习,跨越四个已发布的项目:入侵!,小行星!《乌鸦:传说》和《篝火》。我们深入研究VR的电影技术,包括舞台,运动机制和指导观众的眼睛。我们探索观众在每件作品中扮演的角色。最后,我们将深入探讨如何通过非语言交流、支持叙事结构的交互性、非线性故事讲述和角色AI来让你变得重要。
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引用次数: 4
Scriptable character fx solution 可脚本字符fx解决方案
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338877
Cameron Black, Nicholas Burkard, Dmitriy V. Pinskiy
We would like to present a scriptable interactive data manipulation tool, heavily used on Disney's Moana and Ralph Breaks the Internet. Its expression-driven interface makes it a versatile "Swiss Army Knife" for Technical Animation: a single tool with many functions, which could be applied to hair, cloth, and final cleanup tasks. Consequently, this provides a tremendous benefit for both developers and end users. The single code base can be maintained and upgraded efficiently. The artists, familiar with the tool in the context of one task, can take full advantage of the flexible interface and easily apply the tool to another task.
我们想要呈现一个可编写脚本的交互式数据操作工具,在迪斯尼的海洋奇缘和拉尔夫打破互联网中大量使用。它的表情驱动界面使它成为技术动画的多功能“瑞士军刀”:一个具有许多功能的单一工具,可以应用于头发,布料和最后的清理任务。因此,这为开发人员和最终用户提供了巨大的好处。单个代码库可以有效地维护和升级。美术师在一个任务的上下文中熟悉该工具,可以充分利用灵活的界面并轻松地将该工具应用于另一个任务。
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引用次数: 0
Sharp kelvinlets: elastic deformations with cusps and localized falloffs 尖锐的开尔文波:有尖头和局部衰减的弹性变形
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338884
F. D. Goes, Doug L. James
In this work, we present an extension of the regularized Kelvinlet technique suited to non-smooth, cusp-like edits. Our approach is based on a novel multi-scale convolution scheme that layers Kelvinlet deformations into a finite but spiky solution, thus offering physically based volume sculpting with sharp falloff profiles. We also show that the Laplacian operator provides a simple and effective way to achieve elastic displacements with fast far-field decay, thereby avoiding the need for multi-scale extrapolation. Finally, we combine the multi-scale convolution and Laplacian machinery to produce Sharp Kelvinlets, a new family of analytic fundamental solutions of linear elasticity with control over both the locality and the spikiness of the brush profile. Closed-form expressions and reference implementation are also provided.
在这项工作中,我们提出了正则化开尔文莱特技术适用于非光滑,尖状编辑的扩展。我们的方法基于一种新颖的多尺度卷积方案,该方案将Kelvinlet变形分层为有限但尖锐的解决方案,从而提供具有尖锐衰减轮廓的基于物理的体积雕刻。我们还证明了拉普拉斯算子提供了一种简单有效的方法来实现具有快速远场衰减的弹性位移,从而避免了对多尺度外推的需要。最后,我们将多尺度卷积和拉普拉斯机制结合起来,产生了Sharp kelvinlet,这是一种新的线性弹性解析基本解,可以控制刷子轮廓的局域性和尖刺性。还提供了封闭形式的表达式和引用实现。
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引用次数: 3
SpLit 分裂
Pub Date : 2019-07-27 DOI: 10.1145/3329715.3338885
Orde Stevanoski, Larry Gritz
In this talk we present SpLit, a lighting manipulation tool created at Sony Pictures Imageworks designed to encourage experimentation and creativity when creating and manipulating CG lighting via a novel and artist friendly visual interface. We discovered that artists are often discouraged from experimenting and making sweeping lighting changes due to the complexity of the currently available user interfaces for CG lighting. Manipulating, rendering and evaluating the decisions is a cyclical process that requires multiple clicks through various UI elements, and the rendering takes time to resolve to a point where the results of the changes can be evaluated. With SpLit we focused on tightening the manipulation and decision-making loop and bringing it into the realm of realtime to encourage experimentation and creative freedom.
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引用次数: 0
期刊
Proceedings of the 2019 Digital Production Symposium
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