Efficient binary image thinning using neighborhood maps
Graphics gems IV
Multidimensional binary search trees used for associative searching
Communications of the ACM
Operating Systems Theory
Recursive Wang tiles for real-time blue noise
ACM SIGGRAPH 2006 Papers
Intel threading building blocks
Intel threading building blocks
Crom: massively parallel, CPU/GPU hybrid computation platform for visual effects
ACM SIGGRAPH 2012 Talks
LibEE: a multithreaded dependency graph for character animation
Proceedings of the Digital Production Symposium
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Photo-real digital characters and creatures have become an integral component of modern feature films. As audiences become more accustomed with visual effects, the demand for seamless reality is ever increasing. This in turn increases complexity of all aspects of character design, from the build phases: modelling, look development, and rigging; to the execution stages: animation, fx, and lighting. We sought to develop a vfx pipeline that was highly specialized in creature and character work, while maintaining maximum flexibility for the wide-ranging scope of work that accompanies it. This paper explains the evolution of our creature pipeline, focusing on look development/lighting and asset management. We detail specific software design choices, highlight successful intra and inter-studio collaborations, and discuss our current development efforts towards scalable, maintainable tools for the ever increasing complexity involved in visual effects production.