{"title":"Testing Self Driving Cars with Game Development Tools","authors":"Neal Kaviratna","doi":"10.1145/3388767.3408334","DOIUrl":"https://doi.org/10.1145/3388767.3408334","url":null,"abstract":"The Uber Advanced Technologies Group (ATG) aims to bring safe, reliable self‑driving transportation to everyone, everywhere; In order to facilitate this mission, a suite of simulation technologies for exercising the self driving vehicle (SDV) needs to be created. These simulations must be scale-able, believable, and human interpretable in order to provide consistent value. Here we will cover how ATG leveraged a game engine to meet these demands. Topics covered include: evaluating self driving performance, authoring self driving tests, simulating robot-realistic worlds, and critical lessons learned while building these tools.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115325225","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}
Aloys Baillet, Josh Murtack, Hongbin Hu, Haoliang Jiang, Michael Quandt
{"title":"Bond: USD-Integrated Hybrid CPU, GPU Deformation System","authors":"Aloys Baillet, Josh Murtack, Hongbin Hu, Haoliang Jiang, Michael Quandt","doi":"10.1145/3388767.3407324","DOIUrl":"https://doi.org/10.1145/3388767.3407324","url":null,"abstract":"We introduce Bond, a proprietary deformation system able to load geometry data directly from Pixar™ Universal Scene Description (USD) and to compute complex deformation chains on the GPU using NVIDIA® CUDA®. Bond also integrates tightly with Autodesk Maya®. This system follows on from our work to integrate USD into our animation pipeline [Baillet et al. 2018]. Bond has been used to deform all characters and props on the Peter Rabbit 2 movie’s 1300 shots to achieve high frame rate during playback and rig interaction.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128619215","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}
Marie Tollec, Sean Jenkins, Lance Summers, Charles Cunningham-Scott
{"title":"Deconstructing Destruction: Making and breaking of ”Frozen 2”’s Dam","authors":"Marie Tollec, Sean Jenkins, Lance Summers, Charles Cunningham-Scott","doi":"10.1145/3388767.3407333","DOIUrl":"https://doi.org/10.1145/3388767.3407333","url":null,"abstract":"In ”Frozen 2”, a key story point is centered around the destruction of a large dam. The scale and scope of this effect necessitated the development of a cross-departmental, effects-driven workflow. Effects were introduced and planned at the layout stage before animation to choreograph the dam collapse sequence and to enable the animators to have the character react to the destruction. During this show, we also further developed the ILM workflow integration at Walt Disney Animation Studios (WDAS) [Harrower et al. 2018].","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124591870","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":"Case study on using a parallel pipeline and USD to build creatures","authors":"Frank K. Lord","doi":"10.1145/3388767.3407329","DOIUrl":"https://doi.org/10.1145/3388767.3407329","url":null,"abstract":"This case study will expound on how a parallel pipeline structure became crucial in the creation of a photorealistic CG dromedary, one of the main stars of Jumanji: The Next Level.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123951176","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":"Segmented Control of A Closeup Chemical Reaction Effect","authors":"Alex Frenklakh, Julia Correnti, Chris Rydalch","doi":"10.1145/3388767.3407378","DOIUrl":"https://doi.org/10.1145/3388767.3407378","url":null,"abstract":"A key “Spies in Disguise” plot point was when Walter, a spy agency technician creates a potion that can transform humans into pigeons. The Effects Department was tasked with creating two distinct chemical reaction looks: “Success”– a pleasant foam-based effect used for when Walter creates the formula, and “Failure” – a disgusting, slimy effect showing Walter’s failed attempt at synthesizing an antidote. Because the effect is so close to the camera, director notes on the performance of each hero element were very specific and evolving over time. To achieve the directors’ vision, we developed new ways to segment the many procedural and simulated elements into smaller problem domains and combined procedural, simulation and rendering/compositing techniques for maximum flexibility.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123317463","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":"Performative-R: A New Way Of Storytelling","authors":"Tupac Martir","doi":"10.1145/3388767.3407367","DOIUrl":"https://doi.org/10.1145/3388767.3407367","url":null,"abstract":"1 WHAT IS PERFORMATIVE-R Virtual reality is known for being a solitary and isolating experience, with one person in a headset at one time. Satore Studio have broken this concept, exploring how this technology can be integrated into live performance and theatre, creating a new supercharged audience experience. Satore Studio are experts in storytelling within live entertainment and immersive experiences, collaborating with sister company Satore Tech, and a_Bahn to create a new compelling experience, merging several different realities – coined as Performative-R. The concept comes from the exploration of storytelling through the creation of several realities, living together, using multi-disciplinary artistic technological media. This opportunity explores how VR can be expanded into a communal experience, with one person as a director, guiding the character and narrative for an audience, giving them the perspective of the interactor. To keep audiences thriving within live performances and avoid a decline within the industry, it is imperative to explore how initiatives in VR technology can bring solutions to these threats. As consumption and customer experience trends rise increasingly over the past decade [Gherini 2018], it is evident people want more for their money, hence the need to create a new and exciting genre that combines VR, cinema and live performance together in one space. This genre is not limited to theatre but can be expanded, tested and explored within other commercial markets for example; training, retail, opera, ballet, concerts, art galleries & museums, leisure and other obscure commercial enterprises. Performative-R allows people to be immersed into environments that bring realities and specific scenarios closer to audiences. Satore are excited to hear the industry’s reaction and welcome speculative, new applications of this genre.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116352348","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":"Designing Effects Workflows: The Thinking Behind Tool Development","authors":"Alen Lai, Jon Barry, Nathan Sims","doi":"10.1145/3388767.3407337","DOIUrl":"https://doi.org/10.1145/3388767.3407337","url":null,"abstract":"Using real production examples from Blue Sky Studios’ Spies in Disguise, we demonstrate how to break down effects within the production, taking into consideration a variety of aspects from optimization to collaboration. We walk through our thought process on how to go about designing workflows best suited for the job and plan ahead to maximize efficiency and flexibility during shot work.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130196531","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":"Shape Targeting: A Versatile Active Elasticity Constitutive Model","authors":"G. Klár, A. Moffat, K. Museth, Eftychios Sifakis","doi":"10.1145/3388767.3407379","DOIUrl":"https://doi.org/10.1145/3388767.3407379","url":null,"abstract":"The recent “Phace” facial modeling and animation framework [Ichim et al. 2017] introduced a specific formulation of an elastic energy potential that induces mesh elements to approach certain prescribed shapes, modulo rotations. This target shape is defined for each element as an input parameter, and is a multi-dimensional analogue of activation parameters in fiber-based anisotropic muscle models. We argue that the constitutive law suggested by this energy formulation warrants consideration as a highly versatile and practical model of active elastic materials, and could rightfully be regarded as a “baseline” parametric description of active elasticity, in the same fashion that corotational elasticity has largely established itself as the prototypical rotation-invariant model of isotropic elasticity. We present a formulation of this constitutive model in the spirit and style of Finite Element Methods for continuum mechanics, complete with closed form expressions for strain tensors and exact force derivatives for use in implicit and quasistatic schemes. We demonstrate the versatility of the model through various examples in which active elements are employed.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131253357","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}
A. Stomakhin, J. Wretborn, Kevin Blom, Gilles Daviet
{"title":"Underwater bubbles and coupling","authors":"A. Stomakhin, J. Wretborn, Kevin Blom, Gilles Daviet","doi":"10.1145/3388767.3407390","DOIUrl":"https://doi.org/10.1145/3388767.3407390","url":null,"abstract":"We present an approach to simulating underwater bubbles. Our method is sparse in that it only simulates a thin band of water around the region of interest allowing us to achieve high resolutions in turbulent scenarios. We use a hybrid bubble representation consisting of two parts. The hero counterpart utilizes an incompressible two-phase Navier-Stokes solve on an Eulerian grid with air phase also represented via FLIP/APIC particles to facilitate volume conservation and accurate interface tracking. The diffuse counterpart captures sub-grid bubble motion not “seen” by the Eulerian grid. We represent those as particles and develop a novel scheme for coupling them with the bulk fluid. The coupling scheme is not limited to sub-grid bubbles and may be applied to other thin/porous objects such as sand, hair, and cloth.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128840673","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}