{"title":"CrAM: artist-friendly crowds on \"Edge of Tomorrow\"","authors":"J. Hood","doi":"10.1145/2614106.2614204","DOIUrl":"https://doi.org/10.1145/2614106.2614204","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Managing crowds is traditionally a very technical task, with a high barrier to entry for creative artists. Over the past few years, we have built a toolkit called CrAM (Crowd Asset Manager) that allows crowds to be an integral part of Layout and Animation, for composition, creative control and very fast turnaround of shot changes. Recent projects like Edge of Tomorrow have truly taken advantage of the system on an unprecedented scale. In cel animation, one technique used to mitigate cost was the re-use of animated cels. This allowed animators to fill out larger scenes with previously animated snippets, but was limited by factors like perspective and lighting changes. By relying on 3d point animation caches, the CrAM system applies the same mindset to the 3d world by providing a simple way for layout/animation teams to create complex scenes and re-use animation with maximum efficiency. CrAM Assets can be thought of as a character performing a canned action, such as running, falling or shooting: these elements are created by animators using the standard character animation pipeline and produce lighting-compatible geometry caches. Assets can be grouped into assemblies for coordinated interactions, and are typically organized by environment location or by sequence/story point, on top of which artists can use tags to further organize the assets. Artists are presented with a palette of available actions that can quickly be searched or previewed. Adding assets to their scene is as simple as clicking where they want it, but they can also draw paths on terrain to quickly lay out or orient their characters: when the artist draws a stroke, points from the screen-space location are projected onto the geometry plane as a NURBs curve. Python callbacks then fire and, if spawning new assets, select an asset at random from a highlighted list and create new instances spaced along the projected curve (regularly or randomly). Other functions allow artists to reposition, orient or clone assets using the drawing/curve paradigm for placement. If placing on a non-planar surface, an optional collision surface can be specified that instances can be mapped to along the Y-axis. Assets can be …","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123527180","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Elastic and plastic deformations with rigid body dynamics","authors":"Jeff Budsberg, Nafees Bin Zafar, M. Aldén","doi":"10.1145/2614106.2614132","DOIUrl":"https://doi.org/10.1145/2614106.2614132","url":null,"abstract":"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 time steps, and supports dynamic plasticity. Our approach provides an intuitive solution for modeling the complex dynamics of deformable solids with a predictable and production-friendly workflow.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129379869","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gabriel Eilertsen, J. Unger, R. Wanat, Rafał K. Mantiuk
{"title":"Perceptually based parameter adjustments for video processing operations","authors":"Gabriel Eilertsen, J. Unger, R. Wanat, Rafał K. Mantiuk","doi":"10.1145/2614106.2614171","DOIUrl":"https://doi.org/10.1145/2614106.2614171","url":null,"abstract":"Extensive post processing plays a central role in modern video production pipelines. A problem in this context is that many filters and processing operators are very sensitive to parameter settings ...","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124300083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"RepTile: how to skin a dinosaur","authors":"D. Heckenberg, J. Hegarty, Jean-Pascal leBlanc","doi":"10.1145/2614106.2614146","DOIUrl":"https://doi.org/10.1145/2614106.2614146","url":null,"abstract":"Creating repetitive geometric features such as scales or cobblestones for computer graphics is difficult and tedious to perform manually, particularly for seamless 3D surfaces. However, procedural approaches rarely provide the fine-grained control required for motion picture production. Representation of shape detail does not fit easily into traditional modeling (geometry) or texturing (displacement) techniques, especially when animation is required. We present a highly controllable procedural system, RepTile, for efficiently creating, animating and rendering such features developed for Walking With Dinosaurs 3D (WWD).","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115098197","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}