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Proceedings of the 8th Annual Digital Production Symposium最新文献

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A scheme for storing object ID manifests in openEXR images 存储对象ID的方案体现在openEXR映像中
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233086
P. Hillman
There are various approaches to storing numeric IDs as extra channels within CG rendered images. Using these channels, individual objects can be selected and separately modified. To associate an object with a text string a table or manifest is required mapping numeric IDs to text strings. This allows readable identification of ID-based selections, as well as the ability to make a selection using a text search. A scheme for storage of this ID Manifest is proposed which is independent of the approach used to store the IDs within the image. The total size of the raw strings within an ID Manifest may be very large but often contains much repeated information. A novel compression scheme is therefore employed which significantly reduces the size of the manifest.
有多种方法可以将数字id存储为CG渲染图像中的额外通道。使用这些通道,可以选择和单独修改单个对象。要将对象与文本字符串关联,需要将数字id映射为文本字符串,表或清单。这允许基于id的选择的可读标识,以及使用文本搜索进行选择的能力。提出了一种存储此ID清单的方案,该方案独立于用于在图像中存储ID的方法。ID清单中原始字符串的总大小可能非常大,但通常包含许多重复的信息。因此,采用了一种新颖的压缩方案,大大减小了舱单的大小。
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引用次数: 3
LibEE 2: enabling fast edits and evaluation LibEE 2:支持快速编辑和评估
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233089
Stuart Bryson, E. Papp
The Premo animation platform [Gong et al. 2014] developed by DreamWorks utilized LibEE v1 [Watt et al. 2012] for high performance graph evaluation. The animator experience required fast evaluation, but did not require fast editing of the graph. LibEE v1, therefore, was never designed to support efficient edits. This talk presents an overview of how we developed LibEE v2 to enable fast editing of character rigs while still maintaining or improving upon the speed of evaluation. Overall, LibEE v2 achieves a 100x speedup of authoring operations compared with LibEE v1.
梦工厂开发的Premo动画平台[Gong et al. 2014]利用LibEE v1 [Watt et al. 2012]进行高性能图形评估。动画师的经验需要快速评估,但不需要快速编辑图形。因此,LibEE v1的设计从来不支持高效的编辑。本演讲概述了我们如何开发LibEE v2,以实现角色装备的快速编辑,同时仍然保持或提高评估速度。总的来说,与LibEE v1相比,LibEE v2的创作操作速度提高了100倍。
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引用次数: 1
Into the voyd: teleportation of light transport in incredibles 2 星际穿越:《超人总动员2》中的隐形光传送
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233092
Patrick Coleman, D. Peachey, T. Nettleship, Ryusuke Villemin, T. Jones
In Incredibles 2, a character named Voyd has the ability to create portals that connect two locations in space. A particular challenge for this film is the presence of portals in a number of fast-paced action sequences with multiple characters and objects passing through them, causing multiple views of the scene to be visible in a single shot. To enable the production of this effect while allowing production artists to focus on creative work, we've developed a system that allows for the rendering of portals while solving for light transport inside a path tracer, as well as a suite of interactive tools for creating shots and animating characters and objects as they interact with and pass through portals. In addition, we've designed an effects animation pipeline that allows for the art-directible creation of boundary elements that allow artists to clearly show the presence of visually distinctive portals in a number of fast-paced action sequences.
在《超人总动员2》中,一个名叫沃伊德的角色有能力创建连接太空中两个地点的传送门。对于这部电影来说,一个特别的挑战是在许多快节奏的动作序列中存在门户,其中有多个角色和物体穿过它们,导致在一个镜头中可以看到多个场景。为了实现这种效果,同时允许制作艺术家专注于创造性工作,我们开发了一个系统,允许渲染门户,同时解决路径跟踪器内的光传输问题,以及一套互动工具,用于创建镜头和动画角色和对象,因为他们与门户互动并通过门户。此外,我们还设计了一个特效动画管道,允许边界元素的艺术指导创作,使艺术家能够在一些快节奏的动作序列中清楚地显示视觉上独特的门户的存在。
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引用次数: 3
Cloud-based pipeline distribution for effective and secure remote workflows 基于云的管道分布,用于有效和安全的远程工作流
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233096
Manne Öhrström, J. Tomlinson, Rudy Cortes, Satish Goda
We present a secure, cloud based distribution system for just-in-time artist workflows built on the Shotgun Toolkit platform. We cover the original motivations behind this work, the challenges faced, and the lessons learned as the technology has come to unlock new patterns for managing where and how artists contribute on production. A case study of the technology and its use on production by Pearl Studio is included, showing how the company uses the system to meet their distributed organizational needs and why adoption has been beneficial for their technological and business goals. We show how the system began as a means of downloading and caching individual pipeline components via an app store, before organically evolving into a distribution mechanism for a studio's entire pipeline. We include real-world examples of these patterns that are in use by Toolkit clients and illustrate how this technology can be applied to cloud-based collaboration in a variety of ways.
我们提出了一个安全的,基于云的分发系统,用于构建在Shotgun Toolkit平台上的实时艺术家工作流程。我们涵盖了这项工作背后的原始动机,所面临的挑战,以及随着技术的发展,为管理艺术家在哪里以及如何为生产做出贡献提供了新的模式,我们所吸取的教训。Pearl Studio对该技术及其在生产中的使用进行了案例研究,展示了公司如何使用该系统来满足他们的分布式组织需求,以及为什么采用该系统对他们的技术和业务目标是有益的。我们展示了该系统最初是如何通过应用商店下载和缓存单个管道组件,然后有机地演变成工作室整个管道的分销机制。我们将包括Toolkit客户端正在使用的这些模式的实际示例,并说明如何以各种方式将此技术应用于基于云的协作。
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引用次数: 0
Layering changes in a procedural grooming pipeline 程序修饰管道中的分层变化
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233094
Curtis Andrus
Due to MPC's departmental and multi-site nature, there is an increasing need from artists to make changes to grooms at different points in the pipeline. We describe a new system we've built into Furtility (MPC's in-house grooming tool) to support these requests, providing a powerful tool for non-destructively layering changes on top of a base groom description.
由于MPC的部门和多地点性质,艺术家越来越需要在管道的不同点对新郎进行更改。我们描述了一个新的系统,我们已经建立在Furtility (MPC的内部梳理工具),以支持这些要求,提供了一个强大的工具,非破坏性的分层变化的基础上的梳理描述。
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引用次数: 2
Just get on with it: a managed approach to AOV manipulation 继续吧:一种管理AOV操作的方法
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233091
Colin Alway, Patrick Nagle, G. Keech
It is 5 pm and you have just finished addressing the notes on your comp of the giant alien robot ship explosion and are looking forward to the end of the work day. Then out of nowhere your supervisor comes in and says "The client called....they want a big change to the look of the CG....and they want it now". Depending how the compositor managed their script, addressing the changes can range from mild discomfort to excruciating pain. Many of these problems come from the way that AOVs (Arbitrary Output Variables) are managed when grading CG. We present a system using a node based graph in a novel way to manipulate AOVs to maintain mathematical continuity which can be shared between CG renders. This approach normalizes the complexity of changing the grading on a CG render allowing the artist to focus on the task at hand and not juggling of complex channel arithmetics.
现在是下午5点,你刚刚完成了关于巨型外星机器人飞船爆炸的笔记,正期待着一天的工作结束。然后你的主管突然走进来说:“客户打电话给....他们想对CG的外观做一个大的改变....他们现在就想要。”根据排字师如何处理他们的脚本,处理这些变化可能从轻微的不适到难以忍受的疼痛。许多问题都来自于在分级CG时管理aov(任意输出变量)的方式。我们提出了一个使用基于节点的图的系统,以一种新颖的方式来操纵aov以保持可以在CG渲染之间共享的数学连续性。这种方法规范了在CG渲染上改变分级的复杂性,允许艺术家专注于手头的任务,而不是复杂的通道算术。
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引用次数: 0
Recolouring deep images 重新着色深图像
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233095
Rob Pieké, Yanli Zhao, F. Arrizabalaga
This work describes in-progress research to investigate methods for manipulating and/or correcting the colours of samples in deep images. Motivations for wanting this include, but are not limited to: a preference to minimise data footprints by only rendering deep alpha images, better colour manipulation tools in Nuke for 2D (i.e., not-deep) images, and post-render denoising. The most naïve way to (re)colour deep images with 2D RGB images is via Nuke's DeepRecolor. This effectively projects the RGB colour of a 2D pixel onto each sample of the corresponding deep pixel - rgbdeep(x, y, z) = rgb2d(x, y). This approach has many limitations: introducing halos when applying depth-of-field as a post-process (see Figure 2 below), and edge artefacts where bright background objects can "spill" into the edges of foreground objects when other objects are composited between them (see Figure 1 above). The work by [Egstad et al. 2015] on OpenDCX is perhaps the most advanced we've seen presented in this area, but it still seems to lack broad adoption. Further, we continued to identify other issues/workflows, and thus decided to pursue our own blue-sky thinking about the overall problem space. Much of what we describe may be conceptually easy to solve by changing upstream departments' workflows (e.g., "just get lighting to split that out into a separate pass", etc), but the practical challenges associated with these types of suggestions are often prohibitive as deadlines start looming.
这项工作描述了正在进行的研究,以调查在深度图像中操纵和/或校正样本颜色的方法。想要这样做的动机包括,但不限于:偏好通过只渲染深alpha图像来最小化数据足迹,在Nuke中为2D(即非深度)图像提供更好的颜色处理工具,以及渲染后去噪。最naïve的方式(重新)颜色深图像与2D RGB图像是通过Nuke的DeepRecolor。这有效地将2D像素的RGB颜色投射到相应深度像素的每个样本上- rgbdeep(x, y, z) = rgb2d(x, y)。这种方法有许多局限性:在应用景深作为后处理时引入晕(参见下面的图2),以及当其他对象在它们之间合成时,明亮背景对象可能“溢出”到前景对象的边缘的边缘伪影(参见上面的图1)。[Egstad et al. 2015]在OpenDCX上的工作可能是我们在这个领域看到的最先进的,但它似乎仍然缺乏广泛的采用。此外,我们继续确定其他问题/工作流,并因此决定追求我们自己对整个问题空间的蓝天思维。我们所描述的许多问题可能在概念上很容易通过改变上游部门的工作流程来解决(例如,“只需将灯光拆分为单独的通道”等),但是随着最后期限的临近,与这些类型的建议相关的实际挑战通常是令人望而却步的。
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引用次数: 0
Abstracting rigging concepts for a future proof framework design 抽象的索具概念,为未来的框架设计
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233088
J. R. Nieto, Charlie Banks, Ryan Chan
Several years ago DNEG set out to build Loom, a new rigging framework in a bid to improve the performance of our Maya animation rigs. This talk is an update on its development in the light of the discontinuation of its original evaluation back-end, Fabric Engine. In particular, we describe the design choices which enabled us to achieve a DCC agnostic rigging framework, allowing us to focus on development of pure rigging concepts. Also how this setback prompted us to extend the framework to properly deal with the deformation side of rigs, targeting memory efficiency, GPU/CPU memory interaction and high-end performance optimizations.
几年前,DNEG开始建立织机,一个新的索具框架,以提高我们的玛雅动画设备的性能。这次演讲是在其原始评估后端Fabric Engine停止的情况下对其发展的更新。特别是,我们描述了使我们能够实现DCC不可知的索具框架的设计选择,使我们能够专注于纯索具概念的开发。这一挫折也促使我们扩展框架,以适当地处理钻机的变形方面,目标是内存效率,GPU/CPU内存交互和高端性能优化。
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引用次数: 3
Merging procedural and non-procedural hair grooming 合并程序性和非程序性的毛发梳理
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233098
Gene Wei-Chin Lin, Elena Driskill, D. Milling, Giorgio Lafratta, Douglas Roble
Procedural workflows are widely used for creating hair and fur on characters in the visual effects industry, usually in the form of a node-based system. While they are able to create hairstyles with great variety, procedural systems often need to be combined with other external, non-procedural tools to achieve sophisticated, art-directed shapes. We present a new hair-generating workflow, which merges the procedural and non-procedural components for grooming and animating hairs. This new workflow is now a vital component of our character effects pipeline, expediting the process of handling fast-paced projects.
在视觉特效行业中,程序工作流广泛用于为角色创建毛发和皮毛,通常以基于节点的系统的形式。虽然他们能够创造出各种各样的发型,但程序系统通常需要与其他外部非程序工具相结合,以实现复杂的、艺术导向的形状。我们提出了一个新的头发生成工作流程,它合并了程序和非程序组件的梳理和动画头发。这个新的工作流程现在是我们的角色效果管道的重要组成部分,加快处理快节奏项目的过程。
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引用次数: 0
A JIT expression language for fast manipulation of VDB points and volumes 用于快速操作VDB点和卷的JIT表达式语言
Pub Date : 2018-08-11 DOI: 10.1145/3233085.3233087
Nick Avramoussis, Richard E. Jones, Francisco Gochez, T. Keeler, Matthew Warner
Almost all modern digital content creation (DCC) applications used throughout visual effects (VFX) pipelines provide a scripting or programming interface. This useful feature gives users the freedom to create and manipulate assets in bespoke ways, providing a powerful and customizable tool for working within the software. It is particularly useful for working with geometry, a process heavily involved in modelling, effects and animation tasks. However, most widely available examples of these are either confined to their host application or ill-suited to computationally demanding operations. We have created an efficient programming interface built around the open-source geometry format, OpenVDB, to allow fast geometry manipulation whilst offering the required portability for use anywhere in the VFX pipeline.
几乎所有用于视觉效果(VFX)管道的现代数字内容创建(DCC)应用程序都提供了脚本或编程接口。这个有用的特性使用户可以自由地以定制的方式创建和操作资产,为在软件中工作提供了一个强大的、可定制的工具。它是特别有用的工作与几何,一个过程中大量涉及建模,效果和动画任务。然而,大多数广泛使用的示例要么局限于它们的宿主应用程序,要么不适合计算要求高的操作。我们围绕开源几何格式OpenVDB创建了一个高效的编程接口,以允许快速的几何操作,同时提供所需的可移植性,以便在VFX管道的任何地方使用。
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引用次数: 1
期刊
Proceedings of the 8th Annual Digital Production Symposium
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