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DigiPro '14: Proceedings of the Fourth Symposium on Digital Production
ACM2014 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
DigiPro '14: The Digital Production Symposium Vancouver British Columbia Canada 9 August 2014
ISBN:
978-1-4503-3044-2
Published:
09 August 2014
Sponsors:

Reflects downloads up to 01 Nov 2024Bibliometrics
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Abstract

Welcome to the 2014 Digital Production Symposium, the fourth installment in what we hope will be a long-running series. The symposium is being held on August 9 in sunny Vancouver, on the campus of Simon Frasier University. Our submissions continue to reflect the diverse set of technical challenges faced in the creation of modern computer graphics. The presenters, and our program committee also represent many different types of studios: large and small, live action, and feature animation. We are pleased to have Dr. Doug Roble, Creative Director of Software at Digital Domain, as our keynote speaker.

DigiPro is a forum to expand on SIGGRAPH papers and "talks" with additional material that is specific to digital film production, both digital visual effects and animation. DigiPro content is not restricted to traditional "research," but is additionally and intentionally inclusive of existing practice and technique that has not previously been well documented. We also welcome preliminary and speculative work, and provocative musings about digital production and its future. Our accepted submissions span the range from formal academic papers to live presentations, and points in between. Our hope is that we have assembled a program that VFX and animation artists, practitioners, engineers, and researchers will find useful, inspirational, and encouraging of future work and new directions.

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research-article
Modeling tools at Disney animation

Models are fundamental for any digital production. Ranging from main characters to secondary props, they always must satisfy the aesthetic and technical requirements. Consequently, tools to create production models become essential in digital movie ...

research-article
Delta Mush: smoothing deformations while preserving detail

Delta Mush is a Voodoo deformer, developed by Rhythm & Hues, which smooths arbitrary deformation of a polygonal mesh without smoothing the original detail of the model. Delta Mush does not require meticulous up-front tuning: it easily accommodates model ...

research-article
Houdini engine: evolution towards a procedural pipeline

Proceduralism has become increasingly important to both film and game pipelines. By utilizing procedural approaches, production teams in both film and games can significantly reduce timelines and enhance flexibility. In recent years, due to the ...

research-article
Depends: workflow management software for visual effects production

In this paper, we present an open source, multi-platform, workflow management application named Depends, designed to clarify and enhance the workflow of artists in a visual effects environment. Depends organizes processes into a directed acyclic graph, ...

research-article
Can we solve the pipeline problem?

A list of the most important unsolved problems in VFX production should include the word "pipeline". Pipelines are a major source of efficiency, but they require ongoing development, and are seemingly never finished. They also resist change. Is it ...

research-article
CG pipeline design patterns

The concept of Pipeline is increasingly important in 3D graphics, especially in digital film and games production. It's a big topic, encompassing almost everything we do in digital production.

research-article
Time travel effects pipeline in 'Mr. Peabody & Sherman'

In DreamWorks Animation's Mr. Peabody & Sherman, our titular duo travel back in time through magical wormholes (Fig. 2). We needed a system that creates intricate and ethereal wormhole tunnels, which were inspired by the mathematical fractal flame images ...

research-article
Choreographed droid destruction on Elysium

For a key sequence in Neill Blomkamp's Elysium, we needed to destroy a droid in extreme slow motion. The brief from production was precise: three bullets would be fired towards the droid, each exploding into thousands of small pieces of shrapnel 1-2 ...

research-article
Arctic ice: developing the ice look for How to Train Your Dragon 2

From the arctic far north to the Bewilderbeast created icy mountains, ice is a dominant setting in How to Train Your Dragon 2. Production design called for a physically realistic look, as reflected in Figure 1. In this talk, we present the creative and ...

Contributors
  • Magic Leap, Inc.
  • Sony Pictures Imageworks

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