克拉姆:《明日边缘》中对艺术家友好的人群

J. Hood
{"title":"克拉姆:《明日边缘》中对艺术家友好的人群","authors":"J. Hood","doi":"10.1145/2614106.2614204","DOIUrl":null,"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":0.0000,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"CrAM: artist-friendly crowds on \\\"Edge of Tomorrow\\\"\",\"authors\":\"J. Hood\",\"doi\":\"10.1145/2614106.2614204\",\"DOIUrl\":null,\"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\":0.0000,\"publicationDate\":\"2014-07-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2014 Talks\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2614106.2614204\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2014 Talks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2614106.2614204","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

课堂使用是免费的,前提是副本不是为了商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。管理人群传统上是一项技术性很强的任务,对创意艺术家来说门槛很高。在过去的几年里,我们建立了一个名为CrAM(人群资产管理器)的工具包,允许人群成为布局和动画的一个组成部分,用于构图,创意控制和非常快速的周转镜头变化。最近的项目如《明日边缘》就以前所未有的规模充分利用了这一系统。在单元动画中,用于降低成本的一种技术是重复使用动画单元。这使得动画师可以用之前的动画片段填充更大的场景,但受到透视和灯光变化等因素的限制。通过依赖3d点动画缓存,CrAM系统将同样的思维方式应用于3d世界,为布局/动画团队提供一种简单的方式来创建复杂的场景,并以最高的效率重复使用动画。CrAM资产可以被认为是执行固定动作的角色,如跑步、坠落或射击:这些元素是由动画师使用标准角色动画管道创建的,并产生与光照兼容的几何缓存。资产可以被组合成用于协调交互的组件,并且通常根据环境位置或序列/故事点进行组织,在此基础上,美工可以使用标签进一步组织资产。艺术家们会看到一个可以快速搜索或预览的可用动作调色板。将资产添加到他们的场景中就像点击他们想要的地方一样简单,但他们也可以在地形上绘制路径以快速布局或定位他们的角色:当美工绘制笔画时,来自屏幕空间位置的点将作为nurb曲线投影到几何平面上。然后触发Python回调函数,如果生成新资源,则从高亮显示的列表中随机选择一个资源,并沿着投影曲线(定期或随机)创建间隔的新实例。其他功能允许美工使用绘图/曲线范式重新定位、定向或克隆资产。如果放置在非平面表面上,可以指定一个可选的碰撞表面,实例可以沿着y轴映射到该表面。资产可以是……
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CrAM: artist-friendly crowds on "Edge of Tomorrow"
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 …
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信