This paper introduces a free-form facial control shaping system, a new in-house motion system approach coupled with a curve based pose interpolation system in a layered deformation rigging system. The resulting rigs are capable of producing a larger amount of…
Continue Reading→Slides from DigiPro 2015 Presentation We present an improved method of producing and manipulating deep pixel data which retains important surface information calculated during the rendering algorithm for later use during compositing, allowing operations normally performed in the renderer to…
Continue Reading→Tiber is a production scene management tool that supports interactive shot setup and asset configuration for increasingly complex sets in use at DreamWorks Animation. It supports the fast, graphical, and sequence-based editing of shot configurations based on a novel sparse…
Continue Reading→VDB[Museth 2013] is a compact data structure and toolset developed at DreamWorks Animation for high-resolution volumetric effects typically encountered in movie production. Since its open source release in 2012, as OpenVDB, it has been adopted by major third-party renders and…
Continue Reading→In this talk, we propose a force model to simulate visually challenging behaviors in particle simulations, such as pouring sand, or water splashes. Traditionally, forces derived from noise or fluid dynamics are used to emulate these effects. Noise-based forces are…
Continue Reading→We present a fast and robust method of simulating flexible materials that offers significant advantages over existing methods. Our approach supports complex geometry (concave features, holes, selfintersections), requires no topology restrictions, boasts fast collisions, maintains volume, is numerically-stable for large…
Continue Reading→“How to Train Your Dragon 2” introduces new creatures of truly massive scale, e.g. the Bewilderbeest shown above which measures approximately 600 ft from head to tail. This imposed unique challenges for the FX department when these creatures interacts with…
Continue Reading→Resculptors are curve-based deformers that easily layer on top of kinematic deformations. They provide a simple mechanism to apply soft-tissue deformations, compensate for volume changes, enhance anatomical details, and achieve specific art direction. They are easy to set up, fast…
Continue Reading→Rigid body dynamics is a frequently used tools in VFX. In this talk, we propose a few post processing approaches to add detail to existing simulations, or deform the geometries so they behave like other materials. Research Paper for Art Directing Rigid Body Dynamics as a Postprocess
Continue Reading→Level of detail is an important aspect of a modern production pipeline for handling complex scenes efficiently. At DreamWorks Animation, we were experimenting with new ways of reducing the rendering costs associated with our high density meshes. We introduce the…
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