No­table An­i­ma­tion and VFX Cour­ses

Animation Magazine - - Spotlight -

Bring­ing Sto­ries to Life ... De­vel­op­ing the Nar­ra­tive for Games, An­i­ma­tion, and VFX Craig Cald­well, Univer­sity of Utah

Story “de­vel­op­ment” is now tak­ing place with ever more in­put from artists, pro­gram­mers, and de­sign­ers — it is not ex­clu­sively the writer’s do­main any longer. Cov­ered will be univer­sal meth­ods that writ­ers and sto­ry­board artists use for de­vel­op­ment of story. This is an in­tro­duc­tory course, build­ing on story struc­ture con­cepts. The ses­sion is de­signed vis­ually for tech­ni­cal direc­tors, com­puter sci­en­tists, an­i­ma­tors, de­sign­ers, etc., whose work is es­sen­tial in mak­ing sto­ries come to life in movies, an­i­ma­tion and games.

[Wed­nes­day, Dec. 3, 9 a.m., Rose Hall 3] Shader In­ter­op­er­abil­ity: Bak­ing and Reusing Ma­te­ri­als across Ren­der­ing Ar­chi­tec­tures at Pixar Paul Kanyuk, Pixar An­i­ma­tion Stu­dios

Pixar’s lat­est foray into this do­main orig­i­nated from Mon­ster’s Univer­sity’s ptex proxy shader sys­tem as a tech­nique for shad­ing level of de­tail and has evolved into a sys­tem to share ma­te­ri­als across OpenGL, Nvidia Op­tix, Ren­der­Man Reyes, and Ren­der­Man RIS ren­der­ing ar­chi­tec­tures. The main idea is to cache the pat­tern gen­er­a­tion of an as­set’s shader into a ren­der-friendly for­mat and use th­ese sig­nals to drive a univer­sal shader. Sounds easy enough, but what makes a for­mat ren­der friendly, and which is best?

[Wed­nes­day, Dec. 3, 11 a.m., Rose Hall 2] User-Ex­pe­ri­ence in Sci­ence-Fic­tion Movies and TV Aaron Mar­cus, Aaron Mar­cus and As­so­ciates

The course an­a­lyzes the past 100 years of hu­man-com­puter in­ter­ac­tion in sci­ence-fic­tion-based movies and TV shows. Th­ese me­dia serve as in­for­mal test beds for un­der­stand­ing new tech­nolo­gies and their us­age. The course ex­am­ines user-ex­pe­ri­ence de­sign is­sues pre­sented by sci­ence-fic­tion movies and TV shows and the is­sues they present.

[Thurs­day, Dec. 4, 2:15 p.m., Pe­ony Hall] Phys­i­cally Plau­si­ble Ren­der­ing at Pixar — from Reyes to Path Trac­ing Da­vide Pe­sare, Pixar An­i­ma­tion Stu­dios

This course will cover how a stu­dio can go through a tran­si­tion from a hy­brid ray­trac­ing en­gine, to a full path trac­ing sys­tem. What are the im­pli­ca­tions for shad­ing and light­ing and their work­flows? What did we gain and what chal­lenges are we fac­ing by go­ing more phys­i­cally based?

[Fri­day, Dec. 5, 11 a.m., Pe­ony Hall]

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