Pixomondo: VFX for Star Trek Into Darkness using 3dsMax,
-“Adam Watkins talks about Pixomondo’s 3dsMax pipeline for blockbuster VFX films such as Star Trek Into Darkness.
More videos at http://area.autodesk.com/Anaheim2013”
RYSE: SON OF ROME Relief Transitions, by Platige Image
- “An artistic visualization in a form of spiral reliefs carved on a Roman triumphal column. Relief transitions as part of Ryse: Son of Rome, tell the story of Marius Titus, who rises to become a leader of men and defender of the Empire on his quest to exact vengeance.”
League of Legends - Twist of Fate: Fire FX Breakdown
- “Some more fire stuff, this time for the League of Legends trailer.
Similar to the Girl with the Dragon Tattoo title, resolution was the biggest issue on this project. 1080p looks great, but voxel resolution can only go so far before you hit the RAM limitation on your machines. It was tricky, but turned out pretty well in the end. Definitely a fun project.”
Beans, by Cinesite
-“Written and directed by Animator Alvise Avati and produced by Animation Director Eamonn Butler. Beans, a short film with an unexpected ending, showcases Cinesite’s creature animation skills. We hope you have fun watching and sharing it!
Find out more on our website: http://www.cinesite.com/shorts”
Rapid Acquisition of Specular and Diffuse Normal Maps, by University of Southern California - Institute of Creativ eTechnologies
- “We present a system for recording a live dynamic facial performance, capturing highly detailed geometry and spatially varying diffuse and specular reflectance information for each frame of the performance. The result is a reproduction of the performance that can be rendered from novel viewpoints and novel lighting conditions, achieving photorealistic integration into any virtual environment. Dynamic performances are captured directly, without the need for any template geometry or static geometry scans, and processing is completely automatic, requiring no human input or guidance. Our key contributions are a heuristic for estimating facial reflectance information from gradient illumination photographs, and a geometry optimization framework that maximizes a principled likelihood function combining multi-view stereo correspondence and photometric stereo, using multi-resolution belief propagation. The output of our system is a sequence of geometries and reflectance maps, suitable for rendering in off-the-shelf software. We show results from our system rendered under novel viewpoints and lighting conditions, and validate our results by demonstrating a close match to ground truth photographs.