Simulating People Flow at an Airport Case Study: Arlanda Airport
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VFX Prime 2018-19 Course Code: OV-3103 Course Category : Career VFX INDUSTRY
Product Note: VFX Prime 2018-19 Course Code: OV-3103 Course Category : Career VFX INDUSTRY Indian VFX Industry grew from INR 2,320 Crore in 2016 to reach INR 3,130 Crore in 2017.The Industry is expected to grow nearly double to INR 6,350 Crore by 2020. Where reality meets and blends with the imaginary, it is there that VFX begins. The demand for VFX has been rising relentlessly with the production of movies and television shows set in fantasy worlds with imaginary creatures like dragons, magical realms, extra-terrestrial planets and galaxies, and more. VFX can transform the ordinary into something extraordinary. Have you ever been fascinated by films like Transformers, Dead pool, Captain America, Spiderman, etc.? Then you must know that a number of Visual Effects are used in these films. Now the VFX industry is on the verge of changing with the introduction of new tools, new concepts, and ideas. Source:* FICCI-EY Media & Entertainment Report 2018 INDUSTRY TRENDS VFX For Television Episodic Series SONY Television's Show PORUS showcases state-of-the-art Visual Effects to be seen on Television. Based on the tale of King Porus, who fought against Alexander, The Great to stop him from invading India, the show is said to have been made on a budget of Rs500 crore. VFX-based Content for Digital Platforms like Amazon & Netflix Popular web series like House of Cards, Game of Thrones, Suits, etc. on streaming platforms such as Netflix, Amazon Prime, Hot star and many more are unlike any conventional television series. They are edgy and fresh, with high production values, State-of-the-art Visual Effects, which are only matched with films, and are now a rage all over the world. -
Coffee Break Film School Instructor Guide
1 Coffee Break Film School Instructor Guide Copyright ©2019 Moviola 2 ISBN: 9781521260418 Copyright ©2019 Moviola - All rights reserved 3 Contents Introduction 9 The CBFS Philosophy 10 10 What it is 10 What it’s not 11 The All-Round Filmmaker 12 A compartmentalized reference What this guide is for 13 14 The Big Picture Course 14 Project-Based Course 16 Understanding the CBFS Unit categories 17 Visual Glossary of Terms 17 Survival Guides 18 Compendium 4 Classes 19 Video resources 20 Suggested textbooks 21 Expanded Curriculum: Big Picture Course 28 28 Unit One 28 Core 32 Signature interview 32 Going deeper 33 Survival Guides 33 Complementary reading 34 Best of the Web & Film History Unit Two 35 35 Core 39 Signature interview 39 Survival Guides 40 Going deeper 40 Complementary reading: 5 41 Best of the Web & Film History Unit Three 42 42 Core 47 Signature interview: 47 Survival Guides 47 Going deeper: 47 Complementary reading: 48 Best of the Web & Film History Unit Four 49 49 Core 53 Signature interview: 53 Going deeper 53 Complementary Reading 54 Best of the Web & Film History Unit Five 55 55 Unit Five Core 59 Signature interview: 59 Going deeper 6 60 Complementary Reading 60 Best of the Web & Film History Unit Six 61 61 Core 66 Signature Interviews 67 Survival guides 67 Going deeper 67 Complementary Reading 68 Best of the Web & Film History Expanded Curriculum: Project-Based Course 70 Unit 1 - Screenwriting 71 76 Unit 2 - Production 80 Unit 3 - Cinematography 84 Unit 4 - Lighting 88 Unit 5 - Sound 91 Unit 6 - Editing and Color Correction 95 Unit 7 - Visual Effects 7 8 9 Introduction The digital filmmaking revolution has been both a blessing and a curse. -
Washington DC USA
2015 Washington DC USA 2015 Proceedings of the Symposium on Simulation for Architecture and Urban Design Edited by Holly Samuelson, Shajay Bhooshan, and Rhys Goldstein 2015 Proceedings of the Symposium on Simulation for Architecture and Urban Design Edited by Holly Samuelson Shajay Bhooshan Rhys Goldstein Cover & Layout by John Yee 2015 Proceedings of the Symposium for Architecture and Urban Design Holly Samuelson, Shajay Bhooshan, and Rhys Goldstein, editors © 2015 SIMULATION COUNCILS, INC. Responsibility for the accuracy of all statement in each paper rests solely with the author(s). Statements are not necessarily representative of, nor endorsed by, The Society for Modeling and Simulation International. Permission is granted to photocopy portions of this publication for personal use and for the use of students provided credit is given to the conference and publication. Permission does not extend to other types of reproduction nor to copying for incorporation into commercial advertising nor for any other profit-making purpose. Other publications are encouraged to include 300- to 500-word abstracts or excerpts from any paper contained in this book, provided credits are given to the author and the conference. For permission to publish a complete paper write: The Society for Modeling and Simulation International (SCS), 2598 Fortune Way, Suite I, San Diego, CA 92081, USA. ISBN: 978-1-329-04938-3 II Contents Preface 1 Session 1: Human Behavior 5 Simulating Human Behavior in Not-Yet Built Environments by Means of Event-based Narratives 7 Davide Schumann, Yehuda E. Kalay, Seung Wan Hong, and Davide Simeone Technion - Israel Institute of Technology; Inha University; Sapienza University of Rome. -
Scale Based Model for the Psychology of Crowds Into Virtual Environments»
« Scale Based Model for the psychology of crowds into virtual environments» Fabien Tschirhart ATI – University of Paris VIII [email protected] Crowds into virtual environments Different purposes Crowds into virtual environments Different purposes Video Games ↑ Hitman Absolution ↓ Supreme Commander ↑ Theme Hospital ↓ Total War : Shogun 2 Crowds into virtual environments Different purposes Cinema ↑ King Kong ↓ The Curious Case of Benjamin Button ↑ Troie ↓ The Mummy : Tomb of the Dragon Emperor Crowds into virtual environments Different purposes Simulation ↑ SpirOps Crowd ↓ MassMotion ↑ Geppetto ↓ Myriad II Existing crowd models The macroscopic approach Macroscopic models assimilates people as a unique mass behaving like a fluid or a gas : This kind of model was introduced by Henderson in 1971 who identified people as a fluid flowing out in a building. In 1992, Helbing suggested that people could be acting like gas particles, making a comparison between an individual state and the different states gases have according to the Maxwell-Boltzmann distribution. ← Myriad II Existing crowd models The macroscopic approach This approach was then ehanced with more complex models : Predtechenshkii and Milinskii suggested a model to estimate the local density of a flow of people and it’s propagation between blocs : The conflagration model from Takahashi, Tanaka and Kose, cuts infrastructures into different kinds of generic areas, then it computes the maximal time required for the evacuation of each area according to the room obstruction : Existing crowd models The macroscopic approach Strenght and weakness : => Can be used for sequences with thousands individuals for a low cost. => Easy to set up. => Very fast to compute. => Almost exclusively designed for the simulation of massive evacuations of buildings. -
Final Report, Blend'it Project
Final report, Blend'it project Benjamin Boisson, Guillaume Combette, Dimitri Lajou, Victor Lutfalla, Octave Mariotti,∗ Raphaël Monat, Etienne Moutot, Johanna Seif, Pijus Simonaitis 2015-2016 Abstract The goal of this project, Blend'it, was to design two open-source plug-ins for Blender, which is a computer graphics software. These two plug-ins aim to help artists creating complex environments. The rst of these plug-in should be able to realistically animate crowds, and the other one to design static environments by making dierent elements such as rivers and mountains automatically interact to produce realistic scenes. Although this kind of software is already developed in the Computer Graphics industry, there are often unavailable to the public and not free. ∗was abroad during the second semester, he did not contributed to the second part of the project Contents 1 Introduction 2 1.1 Objectives . .2 1.2 State of the art . .3 1.3 Team . .3 1.4 Choice of Blender. .4 1.5 Structure of the project . .4 2 Blender exploration team 5 2.1 Blender discovery . .5 2.2 Unitary tests . .5 2.3 Code coverage . .5 2.4 Code organization . .5 3 Crowd plug-in 6 3.1 Human animation . .6 3.2 Path generation . .6 3.2.1 Implementation . .6 3.3 Path interpolation in Blender . .8 3.3.1 Creating a path . .8 3.4 GUI . .8 3.4.1 The Map Panel . .9 3.4.2 The Crowd Panel . .9 3.4.3 The Simulation Panel . .9 4 Environment plug-in 11 4.1 Overview . -
AAIP ] Term 01 Graphics and Visual Design
Arena Animation International Program [ AAIP ] Term 01 Graphics and Visual Design Term AAIP 02 2D Animation VFX Term 3D Animation 03 Term Advanced VFX 04 Term 1 – Details Program Structure Modules Concepts of Graphics and Illustrations Anatomy Study Tools Typography Design Adobe Illustrator CC Digital Illustrations AAIP Adobe Photoshop CC Digital Painting VFX Adobe Audition CC Digital Filmmaking Concepts Adobe Premiere CC Sound Editing Video Editing Project Design Portfolio Learning Objectives Understand concepts of Design, Composition & Visualization AAIP Explain fundamentals of Graphics and various aspects of drawings Explain fundamentals of typography Create artworks/Illustrations Use image Editing tools and retouch images Understand the fundamentals of Digital Filmmaking Understand sound & video editing Term 2 - Details Program Structure Modules 2D Animation Concepts Tools AAIP Digital Pre-Production Storyboarding and Adobe Premiere Pro CC Animatics 2D Animation using Adobe Animate CC Animate CC Project 2D Animation Portfolio Learning Objectives Describe importance of anatomy in animation Construct poses in different action AAIP Explain the evolution and importance of animation Describe the techniques of animation Create storyboarding in Animatics Create storyboards for animation Create vector graphics and 2D digital animation AAIP VFX – Term 3 - Details Modules 3D Basics - Modeling to Animation 3D Modeling Texturing Tools AAIPLighting and Rendering Maya Unlimited Rigging Golaem Crowd VFX Animation Arnold Renderer for Maya Dynamics -
Sallukazi Crowd Simulations | Lighting | Technical Direction
SalluKazi crowd simulations | lighting | technical direction With 10 years of production experience, working in various roles as Technical Director in Crowd simulations, Lighting and Pipeline, I’m a self motivated team player, adapting to pipeline, workflows and the team with ease. Cinesite Lead Crowd TD CREDITS may 2018 - aug 2019 The Addams Family Black Panther Method Studios Senior Crowd TD jul 2016 - may 2018 Thor: Ragnarok Spider-Man: Homecoming Framestore Senior Crowd TD King Arthur apr 2015 - jun 2016 Now You See Me 2 Crowd TD may 2014 - aug 2014 Dracula Untold Walking With Dinosaurs 3D Golaem S.A VFX/Animation Support Specialist aug 2014 - mar 2015 Happy Feet Two 3D Sucker Punch Animal Logic Crowd TD Sammy’s Adventures: The - Secret Passage [3D] feb 2012 - feb 2013 Delhi 6 Crowd TD mar 2010 - jul 2010 Tinker Bell Tales Of The Riverbank Rising Sun Pictures Crowd TD nov 2011 - jan 2012 SKILLS maya Dr. D Studios Crowd TD nov 2010 - oct 2011 golaem Nwave Studios Lighter massive nov 2008 - sept 2009 arnold Prana Studios Crowd / Lighting TD vray sep 2007 - nov 2008 renderman Prime Focus Pipeline TD katana dec 2006 - aug 2007 nuke Skyworks Studios Technical Director oct 2005 - nov 2006 python houdini Vanarts - Diploma with Honors in Visual Effects Art Institute of Vancouver - Certificate in Visual Effects and Digital Animation M S Ramaiah Institute of Technology - Bachelors of Electrical and Electronics Engineering m: +1 236 999 6300 | e: [email protected] | w: www.sallukazi.com CINESITE The Addams Family - Lead Technical Director (Crowds) Crowd character setup involving rig conversion and motion retargeting. -
Simulation - Sig-01Version-Francaise
Usine-3325-Spe-Simulation - Sig-01version-Francaise www.usinenouvelle.com www.industrie-techno.com SUPPLÉMENT AU NUMÉRO 3325 DU 4 AVRIL 2013. NE PEUT ÊTRE VENDU SÉPARÉMENT SIMULATION LA FRENCH TOUCH Usine-3325-Spe-Simulation - Sig-01version-Francaise Un tremplin pour L’INNOVATION industrielle Localisé dans le Très grand centre de calcul du CEA (TGCC), à Bruyères-le-Châtel (Essonne), le CCRT offre à ses partenaires la puissance de calcul nécessaire à leurs simulations, et les compétences des équipes du CEA dans toutes les disciplines scientifiques liées à la simulation numérique. © Snecma ©CEA/Cadam © Ineris Airain, Simulation de la calculateur du CCRT combustion ultra (200 Teraflops). low émissions du moteur Snecma “Silvercrest” pour avions d'affaires - Snecma. Simulation de la qualité de l’air à très haute résolution sur © Turbomeca l’Europe - Ineris. Nouvelles approches physiques pour simuler Simulation numérique de intensivement des la combustion dans un foyer systèmes de turbomoteur biochimiques. d’hélicoptère - Turbomeca. LES PARTENAIRES ACTUELS DU CCRT : Areva, EADS/Astrium, EDF, Ineris, L’Oréal, Snecma, Techspace Aero, Thalès, Turbomeca, Valéo sont partenaires du CCRT ainsi © CEA/DSV que les quatre pôles de recherche du CEA (sciences de la matière, énergie nucléaire, applications militaires et sciences du vivant). Contact : [email protected] Pour en savoir plus : www-ccrt.cea.fr Usine-3325-Spe-Simulation - Sig-02Version-Francaise éditorial sommaire France, terre cachée TECHNOLOGIE delasimulation • Pas d’innovation sans calcul.......................................... ÿ P. 4 ENTRETIEN • Gérard Roucairol, le président de l’Académie e savoir-faire est certain. Reste à le faire des technologies et de l’association Teratec ......... ÿ P. -
Stephen F. Dobbs Crowd TD / Technical Animator / CG Generalist
Stephen F. Dobbs Crowd TD / Technical Animator / CG Generalist Summary Film and Television studio CGI veteran with feature film work experience as a Crowd TD, Technical Animator, CG Gen- eralist, and live-action camera Integrator. On-set and features VFX bidding experi- Experience ence. Clean effective coding abilities. Primal Screen Atlanta, GA 2017 - 2018 Lead Crowd TD - Rigging, Simulation, Pipeline Support, Code. Skills Soley responsible for the creation of all crowd assets and the entire crowd shot pipeline Built multiple character rigs(Maya) featuring dozens of skinned assets, including props, wardrobe Maya, Nuke, Houdini, MotionBuilder, accessories, and blend shapes while maintaining strict requirements for Golaem Crowd agents. Golaem, Arnold, V-Ray, mentalray, Adobe Setup crowd agent properties and behavior trees. Setup and re-targeted animation across char- CC, ZBrush, 3DEqualizer, Unity, Resolve, acter rigs to convert motions into clips usable by crowd agents. Completed crowd layouts and MeshLab, Cubase (many others) simulations for 95% of the film “Elf Pets: Santa’s St Bernards Save Christmas”. Python, MEL, Perl, C#, C++, Javascript, Exported alembic environment, character, and camera data from all shots(70+) that required HTML5, CSS3, PHP, MySQL, Unix/Irix/ crowds. Setup and prepared all crowd shots including cleaning up imported alembic and camera Linux Shell data. Conformed V-Ray shaders on all crowd assets to resolve naming conflicts and optimize linear lighting workflows. Supported 100% of all crowd issues and problem solving including Education rendering. Berklee College of Music Wrote python code that allowed animators to blindly create organized playblast files to assist Art Institute of Atlanta editorial. Wrote a python hook into Shotgun to override default namespace conventions on im- SGI Silicon Studio ported Maya assets. -
Character & Design
ISSNISSISISSSN 1433-26201433434 -26-2662020 > B 4336243362 >>>> 15.151 . JahrgangJahraha gangaa gg> >>>>>>> wwwwwwwww.digitalproduction.comw .digitg alplproduction.cocom DeutschlandDeuutscscchlaand € 14,9514,94,995 ÖsterreichÖststerrerer eichh€ € 17117,–7,–,– PublishedPublPu lishishesheshs d byy SchweizSchScS hweiwewe z sfrsfrr 29,–29,299,9 – 04|11 MAGAZINMAGAZIN FÜRFÜR POSTPRODUKTIONPOSTPRODUKKTTIIONON & VISUALISIERUNGVISISUAU LILISIS ERERUUNNG JULI | AUGUST 04|1104|11 Schwerpunkt: Character Design | Cars II | Adobe CS5.5 | Crysis II | Digitale Fieldrekorder | ZBrush 4 | Sony F3 vs. Arri Alexa | ZBrush 4 Sony F3 vs. Fieldrekorder II | Adobe CS5.5 Crysis Digitale Design | Cars Character Schwerpunkt: CCharacterharacter & DDesignesign Cars 2 Adobe CS5.55.5 Sculpting Pixar drückt wiederieder Im Test: Die neuesteeste Digitale Bildhauerei aufs Gaspedal Creative Suite in ZBrush 4 DDP1104_001-001_Titel_U1P1104_001-001_Titel_U1 1 110.06.20110.06.2011 117:24:477:24:47 AKTUELL FOKUS FILM & VFX 3D & ANIMATION INTERACTIVE INDUSTRIE DIGITAL ART SCIENCE & EDUCATION SERVICE Menschen in Maya Bis jetzt waren particle-basierte Menschenmassen in Maya entweder sehr homogen oder mit enorm viel Arbeit verbunden. Ein junges französisches Studio stellte nun auf der FMX in Stuttgart ein Plug-in vor, das Particle-Systeme elegant mit prozeduralem Design verknüpft – und den 3D-Artist zum Völkerschöpfer werden lässt, ohne aus seinem Workflow herausgerissen zu werden. von Bela Beier as junge Unternehmen, welches die Projektweite Schritte Jetzt spielt das Tool seine ganze Flexibilität Fähigkeiten seines Plug-ins bereits bei aus, denn nun ist es egal, ob 10 oder 10.000 DMikros Image im Produktionsalltag un- Dabei ist der gesamte Workflow sehr an Pro- Characters eingestellt werden. ter Beweis gestellt hat, hat für sein komplett duktionen angepasst. Im ersten Schritt wer- Per Node-Steuerung oder Liste wird die in Autodesk Maya integriertes Crowd-System den – jeweils einmal pro Projekt – die Assets Heterogenität bestimmt. -
Certificate in Animation Prime Brochure
Arena Animation, Mira Road Mira Road, Mumbai | Private Certificate in Animation Prime Certificate | Full T ime | Duration - 27 months Medium English Highlights Course provides access to Creosouls i.e is students can share their creative portfolio Classes are held for 2 hours a day for 3 days a week with the world, get feedback from experts, find job opportunities and get hired Provides access to Onlinevarsity: Arena's exclusive web portal that adds to classroom l Provides training in all aspects of 3D animation - from pre-production, production, to p earning experience ost-production Provides hands-on training on in-demand techniques like 2D digital animation, 3D moti on graphics & crowd simulation Eligibility & Cut-Off Candidate must have passed 10+2 in any stream from a recognized board. Disclaimer: This is no t the o fficial bro chure o f this co urse. It is auto -g enerated based o n the info rmatio n available o n Shiksha as o n 04-Jul-2018. Admission Process Direct Admission Interested candidates can apply directly to the college. Fees General category T otal Fees INR 2.30 Lakh (Fees Components : Tuition) Fees ranges from 2.30 Lakhs to 3.11 Lakhs. Course Structure Semester 1 Courses Concepts of Graphics & Illustrations T ypography Design Digital Illustrations Concepts of Cinematography & Photography Concepts of 2D Digital Animation Art of Storytelling & Script Writing Anatomy Study Character Design Digital Painting Audio - Video Editing Storyboarding and Animatics Application of 2D Animation Principles T ools Used: Adobe Illustrator -
2. Autodesk Maya
Dodaci za Autodesk Mayu Lakić, Nikola Undergraduate thesis / Završni rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University North / Sveučilište Sjever Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:122:901246 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-07 Repository / Repozitorij: University North Digital Repository Završni rad br. 656/MM/2019 Dodaci za Autodesk Mayu Nikola Lakić, 1641/336 Varaždin, rujan 2019. godine Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 656/MM/2019 Dodaci za Autodesk Mayu Student Nikola Lakić, 1641/336 Mentor doc.dr.sc. Andrija Bernik Varaždin, rujan 2019. godine Sažetak Autodesk Maya vrlo je opširan program za 3D oblikovanje. To uključuje modeliranje, teksturiranje, osvjetljavanje, animiranje i renderiranje. Ukoliko opširnost funkcija ili njihova snaga nije dovoljna, moguće je ugraditi brojne dodatke koji nadopunjavaju Mayu. Ti dodaci sežu sve od najjednostavnijih skupina skripta, do kompleksnih sučelja s kojima se može učiniti bilo što. Ovaj rad opisuje funkcije i rad nekih od popularnijih dodataka, neki od kojih se zbog svoje snage koriste u filmskoj i gaming industriji. Na početku se ukratko priča o programu Autodesk Maya. Zatim se navode dodaci koje rad obraĎuje. Za neke je dodatke naveden i postepan tijek rada, kao i primjer rezultata što se njime može postići. Na kraju se usporeĎuju dodaci koji služe sličnoj svrsi. Ključne riječi: Autodesk Maya, dodatak, sučelje Summary Autodesk Maya is a very comprehensive 3D formatting program. That includes modeling, texturing, highlighting, animating and rendering. If the extensiveness of the functions or their strenght is not enough, it is possible to install many plugins that supplement Maya.