W Alter S Chulz CG Supervisor VFX Supervisor [email protected]
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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
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. -
CG Supervisor Film Maker / Writer / Director Lead Generalist TD Le
RYAN GROBINS – RESUME – FEB 2020 [email protected] | +1 7788401373 #1806, 1755 Haro Street, Vancouver, Canada Recent work experience: CG Supervisor November '17 – Present SCANLINE VFX Vancouver, Canada Currently splitting my time between supervising on shows, and implementing facility wide improvements. Films: Ant-Man and the Wasp, Captain Marvel, (Emmy winning) Game of Thrones (S08), Dark Phoenix, and more. Film Maker / Writer / Director March '08 – Present NEZUI Otherworld Making award winning animated short films to tell interesting and entertaining stories. Films: Sneeze Me Away (2010, www.sneezemeaway.com) The Rose of Turaida (2013, www.theroseofturaida.com) Cyan Eyed (in production, www.cyan-eyed.com) Lead Generalist TD November '16 – November '17 SCANLINE VFX Vancouver, Canada Initially brought on to light shots on Power Rangers, I then lead a sequence on Guardians of the Galaxy 2. After which I was a lead on the The Meg. Lead Lighting TD August '12 – September '16 RISING SUN PICTURES Adelaide, Australia I became the studio's lead lighter, responsible for all lighting related teams and tasks on all projects. Coming up with new and novel solutions for all problems that arise as well as implementing Houdini as the main lighting package. Films: X-Men: Days of Future Past, The Wolverine, The Great Gatsby, The Seventh Son + more. Lighting TD / Lead Lighting TD January '11 – February '12 RISING SUN PICTURES Adelaide, Australia Within two weeks of working, I had already written a suite of tools that enabled the rest of the lighters to get shots out faster. Then I was invited to continue on for another film, where I expanded upon my lighting tools suite. -
Scalable, Controllable, Efficient and Convincing Crowd
SCALABLE, CONTROLLABLE, EFFICIENT AND CONVINCING CROWD SIMULATION by Mankyu Sung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Computer Sciences) at the UNIVERSITY OF WISCONSIN–MADISON 2005 °c Copyright by Mankyu Sung 2005 All Rights Reserved i To my family and parents. ii ACKNOWLEDGMENTS First of all, I would like to appreciate my advisor, professor Michael Gleicher for being such a wonderful advisor. Throughout my research, his patience, care and support helped me get over many hurdles during my graduate years. He always gave me freedom to pursue my own research topic and gave me precious intuitions and guidance that I would not get from any other person. I only hope that I can have a chance to practice what I learned from him to my own students or colleagues. I also would like to thank all my committee members, professor Stephen Chenney, Chuck Dyer, Nicolar Ferrier and Jerry Zhu. Special thanks to professor Chenney for his willingness to discuss about research and help on writing papers. Second, I appreciate my parents, who supported and granted me when I decided to go overseas for my studying. At the age of 30, it was not easy decision for me to go back to school, but they always believed in me, and that belief motivated me to keep continuing the “not-always-fun” graduate studies. I would like to thank all UW graphics group members, including Michael(another Michael), Rachel, Tom, Greg, Feng, Yu-Chi, Shaohua, Gudong and old members, Lucas, Alex and Eric for making such a fun environment to work. -
Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach
EUROGRAPHICS 2007 / D. Cohen-Or and P. Slavík Volume 26 (2007), Number 3 (Guest Editors) Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach Sébastien Paris Julien Pettré Stéphane Donikian IRISA, Campus de Beaulieu, F-35042 Rennes, FRANCE {sebastien-guillaume.paris, julien.pettre, donikian}@irisa.fr Abstract This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to po- tential collisions. We aim at obtaining realistic results, thus the proposed model is calibrated from experimental motion capture data. Our method is shown to be valid and solves major drawbacks compared to previous ap- proaches such as oscillations due to a lack of anticipation. We first describe the mathematical representation used in our model, we then detail its implementation, and finally, its calibration and validation from real data. 1. Introduction validated using motion capture data. Data are acquired ac- cording to two successive protocols. First, we measure inter- This paper addresses the problem of virtual pedestrian au- actions between two participants and use the resulting data tonomous navigation for crowd simulation. One crucial to calibrate our model. In a second stage, we push the num- aspect of this problem is to solve interactions between ber of participants to the limits of our motion capture system pedestrians during locomotion, which means avoiding inter- abilities and let them navigate among obstacles, allowing us collisions. Simulating interactions between pedestrians is a to compare the measured data with our simulation results. -
Free-Digital-Preview.Pdf
THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ $7.95 U.S. 01> 0 74470 82258 5 www.animationmagazine.net THE BUSINESS, TECHNOLOGY & ART OF ANIMATION AND VFX January 2013 ™ The Return of The Snowman and The Littlest Pet Shop + From Up on The Visual Wonders Poppy Hill: of Life of Pi Goro Miyazaki’s $7.95 U.S. 01> Valentine to a Gone-by Era 0 74470 82258 5 www.animationmagazine.net 4 www.animationmagazine.net january 13 Volume 27, Issue 1, Number 226, January 2013 Content 12 22 44 Frame-by-Frame Oscars ‘13 Games 8 January Planner...Books We Love 26 10 Things We Loved About 2012! 46 Oswald and Mickey Together Again! 27 The Winning Scores Game designer Warren Spector spills the beans on the new The composers of some of the best animated soundtracks Epic Mickey 2 release and tells us how much he loved Features of the year discuss their craft and inspirations. [by Ramin playing with older Disney characters and long-forgotten 12 A Valentine to a Vanished Era Zahed] park attractions. Goro Miyazaki’s delicate, coming-of-age movie From Up on Poppy Hill offers a welcome respite from the loud, CG world of most American movies. [by Charles Solomon] Television Visual FX 48 Building a Beguiling Bengal Tiger 30 The Next Little Big Thing? VFX supervisor Bill Westenhofer discusses some of the The Hub launches its latest franchise revamp with fashion- mind-blowing visual effects of Ang Lee’s Life of Pi. [by Events forward The Littlest Pet Shop. -
Paul H. Paulino Texture Artist ______
Paul H. Paulino Texture Artist ___________________________________________ Phone: +1-604-767-0591 Email: [email protected] Website: www.paulhpaulino.com Address: 233 Robson Street, Apt. #601, Vancouver, BC, V6B0E8, Canada SOFTWARE KNOWLEDGE - MARI - Vray - NUKE - Photoshop - Zbrush - UVLayout - Maya - Mudbox - 3ds Max RELATED WORK EXPERIENCE August 2017 - Present Texture Artist Method Studios, Vancouver, BC, Canada - Feature Film: Godzilla II: King of Monsters (2019) - Feature Film: Aquaman (2018) July 2015 - August 2017 3D Generalist Scanline VFX, Vancouver, BC, Canada - Feature Film: Independence Day 2: Resurgence (2016) - Feature Film: Miss Peregrine’s Home for Peculiar Children (2016) - Feature Film: Saban’s Power Rangers (2017) - Feature Film: Guardians of the Galaxy Vol. 2 (2017) - Feature Film: Justice League (2017) - Feature Film: Black Panther (2018) July 2012 – December 2013 Generalist D2r Studios, Belo Horizonte, Minas Gerais, Brazil - Feature film: O Segredo dos diamantes (2014) - Short Film: Um ano novo danado de bom (2014) April 2011 – April 2012 Motion Graphics Designer Record Minas TV, Belo Horizonte, Minas Gerais, Brazil August 2009 – March 2011 Video Production/Editing Instructor/Motion Graphics Designer PUC Minas University, Belo Horizonte, Minas Gerais, Brazil EDUCATION June 2014 – September 2015 Computer Animation, VFX and Game Design Program (Specialization in High Quality Texturing/Modeling for Films) Think Tank Training Centre, Vancouver, BC, Canada April 2013 – April 2014 Foundation & Design Program (3 Terms) CGMA - Computer Graphics Master Academy Online January 2009 – January 2013 Bachelor in Social Communication / Advertising PUC Minas University, Belo Horizonte, MG, Brazil REFERENCES Justin Holt - Texture Supervisor @ Method Studios - [email protected] Matt Novak – Lead 3D Generalist @ Scanline VFX - [email protected] Scott Thompson – Owner, Think Tank Training Centre - [email protected] . -
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. -
Jim Su Character / Creature Supervisor [email protected]
Jim Su Character / Creature Supervisor [email protected] Summary Portfolio and online demo reel: (NEW) Demoreel 2016 https://vimeo.com/156936732/jimsuDemoreel2016 Specialties: Expert in Facial blendshapes (Visemes and FACS), Facial rigging and methodology. Maya cMuscle system, nCloth. Please visit my site www.beach-studios.com for examples. Software - Maya, Houdini, 3ds Max, Faceware, Photoshop, Illustrator, After Effects Scripting - Python, MEL, Hscript, HTML, Traditional Illustration - Pencils, Inks, Colouring Experience Character / Creature Supervisor at Zoic Studios May 2016 - Present (8 months) CEO at Beach Creative Studios Inc. March 2005 - Present (11 years 10 months) I run a Creative Services Studio that caters to high end clients including: Mattel, Hasbro, Image Metrics, and Spin Master. My studio also publishes comic books, artbooks, licensed products. Package and Product illustrations for Mattel (Wheels Division: Matchbox and Tyco) Product illustrations for Hasbro (Milton Bradley: Indiana Jones, Transformers 2, Marvel Superhero Squad) Package illustrations for Spin Master (Bakugan, Sto and Go) CG modelling for Image Metrics (Foodfight!) Publisher of Crozonia comic book. Publisher of the Art of ReBoot. Publisher of the upcoming Storm Hawks comic book! Senior Creature TD at Double Negative April 2015 - May 2016 (1 year 2 months) Page1 Senior Rigger - Star Trek: Beyond, Through The Looking Glass, Miss Peregrine's Home for Peculiar Children - Developing vfx facial rig. - Implement Faceware (Facial motion capture) into workflow. - Rig Tall ship with procedural movements. - Redesigned Cloth Rig for Tall ship. Rigging Supervisor at Scanline VFX August 2012 - April 2015 (2 years 9 months) In charge of making sure hundreds of assets are promptly rigged and export ready in the Maya to Max pipeline. -
The International Consumer Electronics Games Innovations
Conference Steering The International IEEE Consumer Electronics Society's Games Innovations Conference 2009 (ICE- Important Dates Committee GIC 09) aims to be a platform for innovative research in game design and technologies and to make this multi-disciplinary subject area more accessible to researchers and practitioners from different Paper/abstract Conference Founding disciplines in academia and industry. The conference will take place in central London in UK between Submission: Chair: 25th-28th August 2009. 10th April, 2009 Samad Ahmadi Areas of interest of ICE-CIG 2009 include display technologies and interfaces for games, audio Notifications IEEE CE Society technologies for games, mixed reality technologies, serious games, artificial intelligence technologies of Acceptance: Executive Members: for games, science of games, games software engineering, innovations in commercial models in 1st June, 2009 Larry Zhang games, Machinima, game sound and music, games innovations in education and social impact of William Lumpkins games technologies. For further details of conference interests under each topic please see the reverse Camera Ready page. Paper Submission: Program Chairs: 15th June 2009 Simon Lucas Submission Steven Gustafson Papers: Authors are invited to submit papers describing significant, original and unpublished work. Proposals for Such papers are expected to be approximately 8-15 pages in length but this guideline is not strict. Special Sessions: Subject Chairs: 10th April 2009 Simon Colton Abstracts/System Demonstrations/Panel discussions: Authors can also submit abstracts of up to Donna Djordjevich 1000 words (3-4 pages). People who wish to give a talk (e.g. practitioners, researchers with Jeremy Gow preliminary or incomplete papers) but do not want to submit a full paper can submit under this Proposals for Tutorials: Dylan Menzies category. -
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