State and future of hair in feature film and visual effects

Rob Vogt, Steve Marschner, Hayley N. Iben, Sean Palmer, C. Doncaster, Oba Ameziane-Hassani, Damon Crowe, Gaelle Morand
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Abstract

Computer generated hair has historically been a challenging element in the feature film and visual effects industry. Technology and workflow challenges in authoring, animation, simulation, shading, lighting and rendering have motivated studios and software companies to invest in tools and techniques to address the evergrowing creative appetite for hair to deliver captivating stylized and/or realistic characters. To deliver on the creative demand, some feature production studios have specialized hair production across multiple workflows-visual development, rigging, simulation, and lighting to name a few. Has this divided approach to solving a visually holistic challenge affected the tools choices and the way we invest in our toolsets? This panel will bring together engineers and artists representing various areas of expertise to provide a summary of their day to day relationship with hair. They will describe some of the big challenges and their solutions, as well as any issues still outstanding. From there we will dive into some of the commonalities and outliers to better understand how we have arrived at our current state and ultimately what the future is for CG hair, from a technology, workflow, and organizational points of view.
头发在故事片和视觉效果中的现状和未来
电脑生成的头发历来是故事片和视觉特效行业的一个具有挑战性的元素。在创作,动画,模拟,阴影,照明和渲染方面的技术和工作流程挑战促使工作室和软件公司投资于工具和技术,以解决对头发不断增长的创意需求,以提供迷人的风格化和/或逼真的角色。为了满足创意需求,一些功能制作工作室在多个工作流程中专门制作头发-视觉开发,索具,模拟和照明等等。这种解决视觉整体挑战的分裂方法是否影响了工具的选择和我们对工具集的投资方式?这个小组将汇集代表不同专业领域的工程师和艺术家,总结他们与头发的日常关系。他们将描述一些重大挑战及其解决方案,以及任何仍未解决的问题。从那里,我们将深入到一些共性和异常值,以更好地了解我们如何到达我们目前的状态,最终是什么未来是CG头发,从技术,工作流程和组织的角度来看。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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