Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Animation & VFX Focus

Title Session Timesort descending
Fu
Courses
Principles of Animation Physics
Room 502AB
Details
Principles of Animation Physics

An understanding of physics is essential for creating believable animated motion. Many basic concepts in animation (such as follow-through, drag, and weight shift) are clearer when considered in the context of basic mechanics.

This course was developed with support from the National Science Foundation by Alejandro Garcia, who was on leave at the Department of Artistic Development at DreamWorks Animation SKG, where he presented over 30 classes and special lectures on physics as it applies to animation. The course covers essential topics from physical mechanics to basic bio-mechanics that apply specifically to character animation.

COURSE SCHEDULE

2 pm
Welcome and Introduction

2:05 pm
Timing, Spacing, and Scale

2:20 pm
Law of Inertia

2:35 pm
Momentum and Forces

2:50 pm
Center of Gravity

3:05 pm
Weight Gain and Loss

3:20 pm
Action and Reaction

3:35 pm
Break

3:45 pm
Basic Poses

4:10 pm
Jumps

4:35 pm
Walks

5 pm
Concluding Remarks

5:05 pm
Q & A

Sunday, 5 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Courses
State-of-the-Art Stereoscopic Visual Effects: Stereoscopy and Conversion are “More than Meets the Eye”
South Hall K
Details
State-of-the-Art Stereoscopic Visual Effects: Stereoscopy and Conversion are “More than Meets the Eye”

A recent surge in production of 2D-to-3D converted films has established this technique as a permanent part of the stereoscopic entertainment industry. Proper conversion is not a simplistic post-production process. It requires exceptionally complex and nuanced stereoscopic visual effects that, if improperly applied, can result in poor quality films and physical pain on the part of the audience.

This course presents case studies from Digital Domain's recent stereoscopic conversions (for example, "Transformers 3") that demonstrate how to convert high-quality stereoscopic content through both traditional and hybrid stereoscopic workflows. It also explains in detail how proper conversion is mathematically identical to geometry generated from stereoscopic capture, shows how to articulate and identify poor quality conversion, reviews when it is appropriate to convert materials, and provides tips on how to shoot specifically for 2D-to-3D conversion.

Sunday, 5 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Exploring Software Delivery and Pipeline Choices for Students in the Cloud
Room 506
Details
Exploring Software Delivery and Pipeline Choices for Students in the Cloud

For educators and their sysadmins interested in learning how remote software and systems delivery and optimized pipelines can enhance their students work and productivity.

Monday, 6 August 9:00 am to 10:00 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Pixomondo Presents Hugo: A Cinematic Convergence of 3D and Visual Effects
South Hall K
Details
Pixomondo Presents Hugo: A Cinematic Convergence of 3D and Visual Effects

In “Hugo”, Martin Scorsese’s love letter to classic cinema and cinema history, the director was passionate about pushing the capabilities of stereoscopic filmmaking to new heights. Pixomondo developed custom workflows to handle complex challenges in VFX and capture all of the live-action production data required to accommodate the rigorous effects and post-production demands of the project. This Pixomondo panel discusses the creative and technical challenges they overcame to achieve Scorsese’s vision for early filmmaking in stereo 3D. Also joining them: New Deal Studios visual effects supervisor, Matthew Gratzner, who was responsible for creating the train crash sequence in the film.

Image Credit: © 2011 GK Films, LLC, All Rights Reserved.

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Panels
Virtual Production Branches Out
Room 502AB
Details
Virtual Production Branches Out

Virtual production is changing how directors, actors, and stories interact. The ability to capture the subtleties of actors’ performance digitally and move digital-environment data among pre-production, production, and post is opening up new worlds, new kinds of characters, and new ways of telling stories.

After gaining wide public visibility on "Avatar", virtual production is sweeping through the feature film world – and beyond. Because blending live and CGI elements is not only possible, but now practical, virtual production has been embraced to improve the standard of previsualization, to augment motion capture in games creation to enhance overall quality, and to enable film directors to see more of what their world will look like while they’re in production. In short, virtual production has branched out.

A panel of leading virtual-production practitioners discusses and debates:

• Advances and considerations in motion capture
• Relative benefits of separate vs. in-scene facial capture
• SimulCam – its evolution and where it is heading
• The client/filmmaker experience

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Daytime Selects
Computer Animation Festival - Daytime Selects
Theater 411
Details
Monday, 6 August 9:00 am to 5:00 pm AddPlease login to modify your schedule.
Fu
Talks
Pointed Illumination
Room 403AB
Details
Progressive Lightcuts for GPU

This consistent lightcuts algorithm achieves convergence with a fixed-memory footprint by iteratively accumulating individual lightcuts solutions, each using a different virtual-point-light (VPL) set and removing VPL clamping bias by employing a novel progressive clamping relaxation scheme.

SGRT: A Scalable Mobile GPU Architecture Based on Ray Tracing

This novel mobile GPU architecture based on ray tracing includes a fast, compact hardware engine that accelerates a traversal and intersection operation, a flexible reconfigurable processor that supports software ray generation and shading, and a parallelization framework that achieves scalable performance.

Point-Based Global Illumination Directional Importance Mapping

This talk introduces new point-based global illumination (PBGI) adaptive cut-picking algorithms. With this approach, PBGI becomes a suitable technique for lighting and rendering scenes with high contrast and high-dynamic-range image-based lighting, and BRDFs with sharper or narrower lobes.

Ill-Loom-inating Handmade Fabric in "Brave"

New techniques invented for shading and rendering characters' hand-made clothing in Pixar's "Brave".

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Talks
Head in the Clouds
Room 502AB
Details
Cloud Modeling And Rendering for "Puss In Boots"

The techniques and workflow used to create a very art-directed digital sky in the movie "Puss In Boots".

A World of Voxels: The Volumetric Effects of "Ice Age: Continental Drift"

For "Ice Age: Continental Drift", Blue Sky Studios developed pre- and post-simulation voxel deformers, data reducers, level-of-detail tools, and rendering techniques to produce a wide variety and number of voxel effects including destruction dust, volumetric splashes, storm clouds, cloud vorticies, mist clouds, and a waterspout.

Vortex of Awesomeness

An overview of techniques that combine fast, high-resolution fluid simulations (100-200 million voxels) with procedural effects to create a massive storm cloud and tornado.

Efficient and Seamless Volumetric Fracturing

A novel framework for seamless volumetric fracturing that offers significant advantages over existing methods.

Monday, 6 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Open Sourced Pipeline Frameworks
Room 402A
Details
Monday, 6 August 2:00 pm to 3:00 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Assembling Marvel’s “The Avengers”
South Hall K
Details
Assembling the VFX for Marvel’s “The Avengers”

Leaders of the visual effects teams from Industrial Light & Magic and Weta Digital will discuss the unique effects challenges that this blockbuster film presented and how the studios broke new ground with their respective approaches to creating the seamless effects work. From the epic Mountain Battle between Iron Man and Thor and the climatic alien invasion of Manhattan to bringing the Hulk to life, the supervisors will detail what worked, what didn’t and the complexities involved in bringing "The Avengers" to the big screen.

Image Credit: Marvel's "The Avengers"still photo courtesy of Marvel Studios. TM & © 2012 Marvel & Subs. www.marvel.com

Monday, 6 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Building Disney•Pixar’s “Brave”: Pencils to Pixels
West Hall B
Details
Building Disney•Pixar’s “Brave”: Pencils to Pixels

From bouncing red curls to gusty dark forests, this panel summarizes how Disney•Pixar created their summer 2012 film: “Brave.” The artists lead a guided tour through “Brave’s” production pipeline, illustrating the kind of exploration and problem-solving required to move an asset from initial design through characters and sets, animation, and lighting, and into a final rendered frame.

Monday, 6 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater
South Hall K
Details
Computer Animation Festival - Electronic Theater

The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in Daytime Selects and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts.

Monday, 6 August 6:00 pm to 8:00 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Wild Rides (Studio Talks)
Room 153BC
Details
Magic Beanstalk Ride in "Puss In Boots"

This talk presents the creative and technical challenges of developing the custom toolset used to grow the giant magic beanstalk in "Puss In Boots".

Conquering the Seas of "Ice Age: Continental Drift "

For the movie "Ice Age: Continental Drift", Blue Sky Studios developed a workflow for creating realistic-looking ocean surfaces that were easy to handle from real-time previsualization to the animation stages. The process focused on portability between various software and the memory-constrained process of lighting and rendering.

River Running Through It

For "Brave", Pixar created a naturalistic river in Scotland with key story moments revolving around a waterfall and a calm play area over the course of 35 shots.

Tuesday, 7 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Courses
Practical Physically-Based Shading in Film and Game Production
Room 515AB
Details
Practical Physically Based Shading in Film and Game Production

Physically based shading is increasingly important in both film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high-quality, realistic materials that maintain that quality under a variety of lighting environments. Traditional “ad-hoc” models require extensive tweaking to achieve the same result, so it is no surprise that physically based models have increased in popularity in film and game production, particularly because they are often no more difficult to implement or evaluate.

This course was last presented at SIGGRAPH 2010. With extensive updates, the SIGGRAPH 2012 course presents two years of advances in physically based shading. It includes new research in the area and more production examples from film and game. The course begins with a brief introduction to the physics and mathematics of shading before instructors share examples of how physically based shading models are being used in production. Real-world examples are a particular focus of this year’s course, which is designed to give attendees a practical grounding in the subject.

COURSE SCHEDULE

9 am
Introduction: The Importance of Physically Based Shading
Hill

9:05 am
Background: Physically Based Shading
Hoffman

9:30 am
Calibrating Lighting and Materials in Far Cry 3
McAuley

10 am
Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
Gotanda

10:30 am
Break

10:45 am
Physical Production Shaders With OSL
Martinez

11:15 am
Physically Based Shading at Disney
Burley

11:45 am
Reflection Model Design for WALL-E and Up
Smits

Tuesday, 7 August 9:00 am to 12:15 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Sony Pictures Animation: Checking In at "Hotel Transylvania"
South Hall K
Details
Sony Pictures Animation: Checking In at "Hotel Transylvania"

Welcome to “Hotel Transylvania”, Dracula’s lavish five-stake resort, where monsters and their families can live it up, free to be the monsters they are without human interference. For one special weekend, Dracula invites some of his best friends – Frankenstein and his bride, the Mummy, the Invisible Man, the Werewolf family, and more – to celebrate his beloved daughter Mavis’s 118th birthday. In this session, first-time feature director Genndy Tartakovsky (“Dexter’s Laboratory”, “Samurai Jack”, “Clone Wars”) and the creative team behind “Hotel Transylvania” explore the art, unique animation style, and technical achievements of Sony Pictures Animation’s new animated feature.

Tuesday, 7 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Women In Animation International
Room 507
Details
Women In Animation International

Women In Animation International hosts this annual gathering to promote networking and camaraderie at Siggraph. All are welcome to join this fun event.

Tuesday, 7 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaBpEx
Studio–Workshops
ZBrush: Artists Without Borders
Studio/Concourse Foyer
Details
ZBrush: Artists Without Borders

ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Expand your creative possibilities with ZBrush in multiple industries.

Tuesday, 7 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Courses
Cinematic Color: From Your Monitor to the Big Screen
Room 408A
Details
Cinematic Color: From Your Monitor to the Big Screen

Color affects many areas of the computer-graphics pipeline, From texture painting to lighting, rendering, compositing, image display, and the theater, handling color is a tricky problem. Tired of getting your images right on the monitor only to have them fall apart later on? This course presents the best practices used in modern visual-effects and animation-color pipelines, and how to adapt apply these concepts for home use.

The course begins with an introduction to color processing and its relationship to image fidelity, color reproducibility, and physical realism. Topics include: common misconceptions about linearity, gamma, and working with high-dynamic-range (HDR) color spaces. Pipeline examples from recent films by Sony Pictures Imageworks explain which color transforms were used and why. The course concludes with a brief discussion of recent developments in color standardization at the Academy of Motion Picture Arts & Sciences and how attendees can experiment with all of these concepts for free using open-source software.

Download Course Notes for Cinematic Color: From Your Monitor to the Big Screen

COURSE SCHEDULE

9 am
Color Science

9:30 am
Motion-Picture Color Management

10 am
Implementation, Examples, Q&A

Tuesday, 7 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Daytime Selects
Computer Animation Festival - Daytime Selects
Theater 411
Details
Tuesday, 7 August 9:00 am to 5:00 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Sony Pictures Imageworks: Travel Behind the Scenes of “Men in Black 3”
South Hall K
Details
Sony Pictures Imageworks: Travel Behind the Scenes of “Men in Black 3”

Sony Pictures Imageworks’ visual effects for “Men in Black 3” included diverse and richly detailed characters and environments, all created with a heightened sense of realism. With a mix of humor and style, the Men in Black return to 1969 with a digital re-creation of New York’s Shea Stadium and the Apollo 11 rocket launch, and an action-packed monocycle chase through the streets of Brooklyn. This panel explores the challenges and achievements of producing the visual effects for “Men in Black 3”.

Tuesday, 7 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Workshops
Python Scripting in Maya
Studio/Concourse Foyer
Details
Python Scripting in Maya

This continuation of last year's Introduction to Python session moves into the basics of Maya, exploring small example scenarios gleaned from actual game and film productions.

Tuesday, 7 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Digital Domain Presents “Making the Steel Real: Moving VFX Into Production”
West Hall B
Details
Digital Domain Presents “Making the Steel Real: Moving VFX Into Production”

Nominated for a visual effects Academy Award, DreamWorks’ “Real Steel” was recognized not only for its rollicking boxing matches between CG robots, but also for the seamless way the film moves between practical robots and their CG counterparts. In this panel, some of the “Real Steel” filmmakers walk through robot design, explain key techniques and shots, and share the groundbreaking virtual-production process that they packed up and moved to Detroit, which compressed the shooting schedule to 71 days with no second unit.

Tuesday, 7 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Exhibitor Tech Talks
Unity Technologies: Unity Art Pipeline, Butterfly Demo
Back of Hall J (Booth 967)
Details
Unity Technologies: Unity Art Pipeline, Butterfly Demo
Tuesday, 7 August 11:15 am to 12:15 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Workshops
MaxScript for Artists
Studio/Concourse Foyer
Details
MaxScript for Artists

This session introduces artists to the basics of maxscripting through production examples. Attendees create their own macros to automate tedious tasks, write small scripts to simplify asset-creation, customize existing tools to their personal preferences, and embed scripts in the user interface.

Prerequisite: Intermediate knowledge of 3ds Max.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Big Game (Studio Talks)
Room 153BC
Details
Film/Game Convergence: What's Taking So Long?

For the past two years, Crytek has been working with the film industry to transform its engine into a platform for linear content creation. This talk summarizes the promises and the pitfalls: why everyone's so interested, why there's been so little movement, and how Crytek addresses these challenges.

Creating Vast Game Worlds - Experiences From Avalanche Studios

This talk presents solutions for challenges related to Avalanche Studios' vast game environments, such as Just Cause 2 and unannounced titles, including precision issues, streaming, occlusion culling, rendering, optimization, and how to better utilize the available memory in current-generation consoles.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Sony Pictures Imageworks: The Untold Story of "The Amazing Spider-Man"
South Hall K
Details
Sony Pictures Imageworks: The Untold Story of "The Amazing Spider-Man"

Sony Pictures Imageworks oversaw the visual effects for the untold story of Spider-Man, set in a gritty, edgy urban world. The VFX team established a visual style that naturally blends cutting-edge live-action stunt work, extensive digital environments, and CG character animation. This panel provides a revealing inside look at VFX production for an “amazing” film.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Courses
Character Rigging and Creature Wrangling in Game, Feature Animation, and Visual Effects Production
Room 403AB
Details
Character Rigging and Creature Wrangling in Game, Feature Animation, and Visual Effects Production

This course focuses on rigging, deformations, dynamics, and animation production practices in feature-film animation, visual effects, and videogame development. Topics include: analysis of performance requirements, motion-system setup, procedural rigging for secondary animation, and efficient extension of techniques over a wide range of primary and secondary characters.

COURSE SCHEDULE
2 pm
Course Introduction
McLaughlin

2:10 pm
Digital Character Development for Games
Cloward

3:10 pm
Digital Character Development for Feature Animation
Tooley

4:10 pm
Digital Character Development for Visual Effects
McLaughlin

5:10 pm
Q&A
Cloward, Tooley, and McLaughlin

Tuesday, 7 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Talks
Three is a Crowd
Room 408B
Details
CageR: From 3D Performance Capture to Cage-Based Representation

A framework based on spatial deformation with cages to automatically construct a compact and editable high-level representation of animated 3D mesh sequences, resulting in high compression factors and allowing easier post processing.

Headstrong, Hairy, and Heavily Clothed: Animating Crowds of Scotsmen on "Brave"

Behold, a new answer to the age-old crowds question, “to cache or not to cache agent geometry”, where retargeting, procedural variation, and geometry caching using our new TidScene format are combined with a novel simulation-blending technique to efficiently facilitate both interactive workflows and secondary motion and detail.

Hero-Quality Crowds in "Madagascar 3: Europe's Most Wanted"

Techniques used to achieve hero-quality deformations and animated performances for crowd character in "Madagascar 3: Europe's Most Wanted" while minimizing disk usage, network bandwidth consumption, and workload for animators.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
OpenEXR
Room 507
Details
OpenEXR

For attendees interested in OpenEXR version 2, including support for deep data and multi-part image files. This evolution of OpenEXR was co-developed by Industrial Light & Magic and Weta Digital.

Tuesday, 7 August 2:30 pm to 4:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Practical Application of Alembic
Room 410
Details
Practical Application of Alembic

This follow-up to last year's Practical Integration of Alembic focuses on Q & A the Alembic development team on application of the Alembic format in production environments.

Tuesday, 7 August 3:00 pm to 4:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Motion Graphics
Room 506
Details
Motion Graphics

This session is for attendees interested in motion graphics, video production and compositing. Come see cool projects, and exchange techniques and ideas!

Tuesday, 7 August 3:00 pm to 5:00 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Rhythm & Hues Studios: 25 Years of Art, Technology and People
West Hall B
Details
Rhythm & Hues Studios: 25 Years of Art, Technology, and People

In this panel and presentation, an array of artists and executives associated with the past and present of Rhythm & Hues Studios explore the many factors that have led to the studio’s longevity and success. Highlights include a retrospective of the company’s early days, from its origins at the pioneering CGI company Robert Abel and Associates in the 1970s and 80s and the founding of Rhythm & Hues in 1987, to its groundbreaking animation work in the 90s and its recent work “The Chronicles of Narnia: The Lion, the Witch and the Wardrobe”, VFX Oscar-winner “The Golden Compass”, “The Incredible Hulk”, the “Alvin & The Chipmunks” franchise, and more.

Photo credit: "Life of Pi" © / TM 2012 Fox Studios, Image: Rhythm & Hues.

Tuesday, 7 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Dynamic Simulation in Production
Olympic 3
Details
Dynamic Simulation in Production

This session is for attendees interested in hearing about and discussing the latest trends in dynamic simulation (rigid, cloth, hair, fluids, etc.) in production. Come. Connect. Collaborate. Experience. Enjoy. Eat.

Tuesday, 7 August 5:30 pm to 7:00 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater
South Hall K
Details
Computer Animation Festival - Electronic Theater

The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in Daytime Selects and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts.

Tuesday, 7 August 6:00 pm to 8:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
SIGGIG: Gays In Graphics
Rodeo
Details
SIGGIG: Gays In Graphics

SIGGIG: Gays In Graphics is a social event for attendees involved in, interested in, or supportive of the GLBT community.

Tuesday, 7 August 6:00 pm to 8:00 pm AddPlease login to modify your schedule.
FuBaFeBp
SIGGRAPH Dailies!
SIGGRAPH Dailies!
Room 515AB
Details
SIGGRAPH Dailies!

This celebration of excellence in modeling, shading, animation, lighting, effects, and more showcases images and short animations of extraordinary power and beauty. Each presenter has one minute to present an animation and describe the work.

Brought to you by DreamWorks Animation

Tuesday, 7 August 6:15 pm to 7:45 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Image Based Lighting Using Pixar's RenderMan
Georgia 2
Details
Image-Based Lighting Using Pixar's RenderMan

In this session, Christos Obretenov talks about the image-based lighting, multiple importance sampling, and raytracing techniques with the latest version of Pixar's RenderMan.

Tuesday, 7 August 8:00 pm to 9:00 pm AddPlease login to modify your schedule.
Fu
Courses
FEM Simulation of 3D Deformable Solids: A Practitioner's Guide to Theory, Discretization, and Model Reduction
Room 408B
Details
FEM Simulation of 3D Deformable Solids: A Practitioner's Guide to Theory, Discretization, and Model Reduction

A practical guide to finite-element-method (FEM) simulation of 3D deformable solids reviews essential offline FEM simulation techniques: complex nonlinear materials, invertible treatment of elasticity, and model-reduction techniques for real-time simulation.

Simulations of deformable solids are important in many applications in computer graphics, including film special effects, computer games, and virtual surgery. FEM has become a popular method in many applications. Both offline simulation and real-time techniques have matured in computer graphics literature.

This course is designed for attendees familiar with numerical simulation in computer graphics who would like to obtain a cohesive picture of the various FEM simulation methods available, their strengths and weaknesses, and their applicability in various simulation scenarios. The course is also a practical implementation guide for the visual-effects developer, offering a very lean yet adequate synopsis of the underlying mathematical theory. The first section introduces FEM deformable-object simulation and its fundamental concepts, such as deformation gradient, strain, stress, and elastic energy, discusses corotational FEM models, isotropic hyperelasticity, and numerical methods such as conjugate gradients and multigrid. The second section presents the state of the art in model reduction techniques for real-time FEM solid simulation. Topics include linear modal analysis, modal warping, subspace simulation, domain decomposition, and which techniques are suitable for which application.

COURSE SCHEDULE

9 am
PART 1: The Classical FEM Method and Discretization Methodology
• Introduction to Elasticity and Finite Elements
• Elasticity in Three Spatial Dimensions
• Nonlinear Elastic Materials
• Practical Discretization
• Special Materials and Modeling tasks. Common Challenges
Sifakis

10:30 am
Break

10:45 am
PART 2: Model Reduction
• Vega FEM: A Free Simulator for Nonlinear (unreduced) FEM Elasticity
• Introduction to Model Reduction
• Linear Modal Analysis (and free software)
• Model Reduction for Large Deformations (and free software)
• Deformation Warping
• Model Reduction and Domain Decomposition
Barbic

Wednesday, 8 August 9:00 am to 12:15 pm AddPlease login to modify your schedule.
Fu
Talks
Priming the Pipe
Room 403AB
Details
LibEE: A Multithreaded Dependency Graph for Character Animation

This talk presents a heavily multithreaded dependency-graph engine built for a next-generation in-house character animation tool, as well as visualization tools designed to help riggers optimize their characters for such a highly parallel evaluation environment.

Crom - Massively Parallel, CPU/GPU Hybrid Computation Platform for Visual Effects

Crom (Core Rhythm Operating Machine) is Rhythm & Hues Studio's new software-development platform designed to provide a fast, flexible, and efficient platform for the firm's next generation of visual effects tools.

Amorphous: An OpenGL Sparse Volume Renderer

This GPU volume renderer is optimized for sparse volumes and gives physically accurate results and interactive performance. It reduces the need for offline renders by tightening the loop between volumetric modeling, simulation, and visual feedback.

Efficient Large-Scale Hybrid Fluid Simulation

Efficient simulation algorithms for large-scale fluids using interactive vortex particle methods and a novel hybrid-simulation algorithm.

Wednesday, 8 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
mobilepanels
Panel - Mobile GPUs: Markets and Technology
Room 406AB
Details
Introduction to SIGGRAPH Mobile (9-9:10 am)
Demo Madness (9:10-9:20 am)

Short presentations of all demonstrations.

Mobile GPUs: Markets and Technology

This panel of senior mobile GPU architects and software developers reviews technologies and trends that affect development of the mobile graphics market.

Wednesday, 8 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
LAIKA’s ParaNorman: The Fusion of Stop-Motion and CG in a Zombie-Ridden World
West Hall B
Details
LAIKA’s ParaNorman: The Fusion of Stop-Motion and CG in a Zombie-Ridden World

Get a first-hand, 3D look at ParaNorman’s interdependent combination of stop-motion and CG in an environment where hand-crafted movement is seamlessly integrated with computer technology, from initial concept to final frame. In this session from LAIKA, Academy Award-winner Brian Van’t Hul (VFX Supervisor) is joined by Steve Emerson (Compositing Supervisor) and Andrew Nawrot (CG and Look Development Supervisor). They will discuss the collaborative relationship of the technologies in the upcoming feature ParaNorman (in theaters August 17).

Wednesday, 8 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Daytime Selects
Computer Animation Festival - Daytime Selects
Theater 411
Details
Wednesday, 8 August 9:00 am to 5:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
OpenScenegraph BOF
Room 506
Details
OpenScenegraph BOF

This session is for people interested in open-source rendering and scenegraphs. Topics range from OSG usage to the current state of development and new or planned features.

Wednesday, 8 August 10:00 am to 11:00 am AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
3D Modeling Standards Development
Room 410
Details
3D Modeling Standards Development

For industry professionals who develop and maintain 3D modeling standards for their organizations, and for freelance artists who wish to improve their work by conforming to these standards.

Wednesday, 8 August 10:00 am to 11:00 am AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
High Frame Rate Cinema, Impacts on Art and Technology With Douglas Trumbull and Dennis Muren: Moderated by Christie Digital
South Hall K
Details
High-Frame-Rate Cinema, Impacts on Art and Technology With Douglas Trumbull and Dennis Muren: Moderated by Christie

Some of the biggest movies on the horizon – “Avatar’s” sequels and “Lord of the Rings” prequels – will be presented in stereoscopic 3D high-frame-rate cinema. Peter Jackson and James Cameron are betting on their expectation that audiences will love the more immersive and detailed worlds that these 3D productions can offer. But what IS high-frame-rate cinema, and what will it mean to producers of content and to the audience experience? This panel of experts explains high-frame-rate cinema and discusses the implications of producing and experiencing cinematic content in the new medium.

Wednesday, 8 August 10:45 am to 12:45 pm AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Industrial Light & Magic Presents: The Visual Effects of “Battleship”
West Hall B
Details
Industrial Light & Magic Presents: The Visual Effects of “Battleship”

A behind-the-scenes look at Peter Berg’s blockbuster sci-fi epic “Battleship”. The ILM production team reviews the film’s various challenges and describes why it was necessary to revamp the studio’s award-winning fluid-simulation system. Also, advances in CG destruction and simulation technology required to accurately depict everything from a resurrected World War II battleship to a fleet of modern-day naval ships, not to mention aliens and their formidable fleet of spacecraft.

Wednesday, 8 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Challenges and Solutions for Today's Render Pipelines
Room 402A
Details
Challenges and Solutions for Today's Render Pipelines

Visual effects rendering complexity continues to increase ahead of budgets. This panel of pipeline experts discusses current rendering issues and answers your questions on render-management best practices.

Wednesday, 8 August 1:30 pm to 3:00 pm AddPlease login to modify your schedule.
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Talks
Building Character
Room 502AB
Details
Computer-Assisted Animation of Line and Paint in Disney's "Paperman"

This system allows animators to combine CG animation's strengths (temporal coherence, spatial solidity, and precise control) with traditional animation's expressive and pleasing line-based aesthetic by using semi-automatic algorithms to empower the line artist to create an animation style not previously feasible in a production environment.

Simulation Preview in "Brave"

Low-resolution cloth and hair simulation for fast interaction used by animators.

Stable, Art-Directable Skin and Flesh Using Biphasic Materials

Techniques for applying finite-element skin and flesh simulations to animated characters to robustly add secondary movement.

Character Design: Visual Complexity in "Brave"

Finding a balance between caricature and realism in the design and execution of two characters in Pixar's "Brave".

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
COLLADA BOF
Gold Ballroom Salon 3
Details
COLLADA

See cutting-edge DCC tools and applications for gaming, 3D web, and visualization, and artworks generated from COLLADA content-creation-supporting media.

Wednesday, 8 August 2:00 pm to 3:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
San Francisco ACM SIGGRAPH Meeting
ACM SIGGRAPH Theater, South Lobby
Details
San Francisco ACM SIGGRAPH Meeting

This session is for attendees from San Francisco who are interested in learning about the San Francisco ACM SIGGRAPH chapter activities.

Wednesday, 8 August 2:00 pm to 3:00 pm AddPlease login to modify your schedule.
Fu
Talks
Play Time
Room 408A
Details
Making Tracks: Footprints in the "Ice Age" Movies

The efficient, user-friendly, footprint-simulation workflow used in the movie "Ice Age: Continental Drift".

Building the Snow Footprint Pipeline on "Brave"

Pixar's approach to and challenges in developing a believable snow-interaction pipeline designed to allow a small team of artists to complete a large number of shots within budget.

A Guided Synthesizer for Blendshape Characters

An interactive editing system that helps users create new characters based on a limited number of training blendshape characters. The new characters are derived from a convex linear combination of the original characters that maintains proximity to the user-desired shape.

dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building

dRig is Disney Animation's novel approach to rigging that allows for efficient reuse and extension of assets, fast authoring of per-element variations, and accessibility of rig code through a proprietary language and user interface.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
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Talks
Effects Omelet
West Hall B
Details
"Wrath Of The Titans" - Complex Models With Voxel Greeble

A system best described as Voxel Greeble (procedurally layering up SDF representations of sculpts to create complex, highly detailed models) that can be further sculpted and textured once created.

"Wrath of the Titans" - Creating CG Lava With Advected Sculpts

"Wrath of the Titans" required large amounts of controllable CG lava at different scales across a number of shots. By combining Ptex (a custom surfacer) and solvers, the solution allowed for creation of art-directable lava of various forms by advecting highly detailed sculpts using simulation.

Dark Fairy Creature Effects on "Snow White and the Huntsman"

The climactic battle at the end of "Snow White and the Huntsman" features creatures made up of tens of thousands of obsidian shards. Double Negative created a pipleine and toolset that allowed artists to animate, destroy, and reform creatures from piles of thousands of individual shards.

Multiresolution Radiosity Caching for Global Illumination in Movies

A multiresolution radiosity caching method that enables efficient computation of global illumination in a single pass in complex CG movie production scenes.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
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Computer Animation Festival - Production Sessions
Balancing Act: Life as a Visual Effects Supervisor at DreamWorks Animation
South Hall K
Details
Balancing Act: Life as a Visual Effects Supervisor at DreamWorks Animation

In this panel, the Visual Effects Supervisors for the last two and next two DreamWorks Animation films discuss how they approached each production. In the studio environment, there are opportunities to share development with other shows, but differing visual requirements also mean each show has unique needs. How do the visual-effects teams balance the safety of using tried-and true-techniques with the requirements to create ever more visually sophisticated and complex work? How do they manage the benefits of sharing across shows with the specific needs of their show? Each panelist shares some successes (and failures!) from their most recent projects.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
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Birds of a Feather
OpenCL
Gold Ballroom Salon 3
Details
OpenCL

Meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs. Learn how OpenCL interoperates with OpenGL, enabling advanced, cross-platform, visual-computing applications.

Wednesday, 8 August 3:00 pm to 4:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Managing Creative Projects
Room 410
Details
Managing Creative Projects

This session is for attendees interested in discussing creative projects and how to manage them, with a particular emphasis on Agile methodologies.

Wednesday, 8 August 3:00 pm to 5:00 pm AddPlease login to modify your schedule.
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Computer Animation Festival - Production Sessions
Weta Digital Presents Virtual Production: Combining Animation, Visual Effects, and Live-Action Filmmaking
West Hall B
Details
Weta Digital Presents Virtual Production: Combining Animation, Visual Effects, and Live-Action Filmmaking

Four-time Oscar-winning Senior Visual Effects Supervisor, Joe Letteri, presents Weta Digital’s pioneering virtual-production work on “The Adventures of Tintin” and “Avatar”. His talk also addresses workflow development at Weta going all the way back to “The Lord of the Rings” and suggests some areas of future development. Weta sees virtual production as a connected, holistic approach to filmmaking that melds the best of animation and live-action techniques in pre-production, onset, and post. This presentation demonstrates how virtual production brings all of the components of filmmaking together to provide a way of working that has attracted directors like Peter Jackson, James Cameron, and Steven Spielberg.

Wednesday, 8 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
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Studio–Talks
Mesh Mash (Studio Talks)
Room 153BC
Details
Interactive Modeling With Mesh Surfaces

This talk presents Meshmixer, a novel surface-modeling tool based on unstructured high-resolution triangle meshes. It combines 3D sculpting, novel mesh composition or "mash-up" tools, and traditional surface-design techniques in a single interface.

A Guided Synthesizer for Blendshape Characters

An interactive editing system that helps users create new characters based on a limited number of training blendshape characters. The new characters are derived from a convex linear combination of the original characters that maintains proximity to the user-desired shape.

Wednesday, 8 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Renderfarming
Georgia 1 & 2
Details
Renderfarming

Discussion of large-scale rendering: renderfarm infrastructure, software, queue management, reliability, and performance.

Wednesday, 8 August 4:00 pm to 5:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
WebGL
Gold Ballroom Salon 3
Details
WebGL

WebGL is a cross-platform, royalty-free web standard based on OpenGL ES 2.0. WebGL is shader-based using GLSL, bringing plugin-free 3D to web, directly into browser.

Wednesday, 8 August 4:00 pm to 5:00 pm AddPlease login to modify your schedule.
FuBaFeBp
Real-Time Live!
Real-Time Live!
West Hall B
Details
Real-Time Live!

Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals. As part of the Computer Animation Festival, an international jury selects submissions from a diverse array of industries to create a fast-paced, 90-minute show of cutting-edge, aesthetically stimulating real-time work.

Wednesday, 8 August 5:30 pm to 7:00 pm AddPlease login to modify your schedule.
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Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater
South Hall K
Details
Computer Animation Festival - Electronic Theater

The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in Daytime Selects and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts.

Wednesday, 8 August 6:00 pm to 8:00 pm AddPlease login to modify your schedule.
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Talks
Silence! Eliminate the Noise
Room 408A
Details
Importance Sampling for Hair Scattering

An importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. The main contribution of this work is to provide a sampling algorithm for hair scattering that is effective (at reducing noise), robust, simple to implement, and efficient to evaluate.

Adaptive Noise Reduction for Progressive Photon Mapping

An adaptive noise-reduction technique for progressive photon mapping that reduces noise in the rendered image but still converges to the correct result.

Progressive Volume Photon Tracing

A photon-tracing-based progressive rendering method for participating and non-participating media without any photon-map storage requirement. The method offers better rendering speed and better control of memory use.

Volume-Aware Extinction Mapping

Volume-aware extinction maps provide a unified framework for efficient computation of light scattering in arbitrary participating media.

Thursday, 9 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Courses
Advanced (Quasi) Monte Carlo Methods for Image Synthesis
Room 406AB
Details
Advanced (Quasi) Monte Carlo Methods for Image Synthesis

Monte Carlo ray tracing has become ubiquitous in most commercial renderers and in custom shaders used for visual effects and feature animation. But many advanced Monte Carlo algorithms are not widely used and are often misunderstood. In this course, attendees learn about the practical aspects of variance-reduction methods with a focus on all variants of importance sampling. The course also covers quasi-Monte Carlo methods at the industry level, as well as the practical aspects of bidirectional path tracing combined with multiple importance sampling and Metropolis Light Transport. Practical advice is provided throughout the course.

COURSE SCHEDULE

1.Introduction
Premože and Keller

a. Monte Carlo and Quasi-Monte Carlo methods
Keller

b. Applications to Light Transport
Premože

2. Variance reduction methods
Premože

3. QMC Methods in Photorealistic Image Synthesis
Keller and Grünschloß

4. Bidirectional Path Tracing (BDPT)
Premože

5. Metropolis Light Transport (MLT)
Raab

6. Conclusion and Questions
All

Thursday, 9 August 9:00 am to 12:15 pm AddPlease login to modify your schedule.
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Computer Animation Festival - Production Sessions
The Art and Science Behind Walt Disney Animation Studios’ “Paperman”
West Hall B
Details
The Art and Science Behind Walt Disney Animation Studios’ “Paperman”

Applying a technique that seamlessly merges computer-generated and hand-drawn animation techniques, first-time director, John Kahrs, takes the art of animation in a bold new direction with “Paperman”. Using a minimalist black-and-white style, the short film follows the story of a lonely young man in mid-century New York City, whose destiny takes an unexpected turn after a chance meeting with a beautiful woman on his morning commute. In this panel, members of the small, innovative group at Walt Disney Animation Studios that created “Paperman” share their insights about the art, design, and technology of this innovative project.

Thursday, 9 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
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Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater
South Hall K
Details
Computer Animation Festival - Electronic Theater

The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in Daytime Selects and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts.

Thursday, 9 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
Fu
Talks
John Carter Scales Up
Room 515AB
Details
Stereoscopic Conversion of "John Carter"

This summary of the pipeline used by Cinesite for "John Carter" demonstrates the technology and tools created for a new, scalable, highly optimized, hybrid approach to stereoscopic conversion blending, depth grading, and 3D geometry techniques in a unified image-processing framework.

Zodanga, The Walking City of "John Carter"

The challenges of building and rendering the massive Zodanga Martian city in "John Carter".

Thern: The Nano Technology of "John Carter"

An algorithmic solution to create the organic Thern nano-technology of "John Carter".

Thursday, 9 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
Fu
Talks
Fast Realistic Lighting
Room 502AB
Details
Fast Generation of Directional Occlusion Volumes

This talks shows how to generate a volume containing directional ambient-occlusion information from a source mesh in a manner fast enough for run-time use and shows how to apply the results to real-time rendering.

Local Image-Based Lighting With Parallax-Corrected Cubemaps

A new efficient method for simulating static local reflections for specular or glossy objects with local cubemaps, targeting game applications. The technique results in seamless cubemap lighting between objects and parallax-corrected planar reflections.

Tiled and Clustered Forward Shading

Tiled and Clustered Forward Shading are new techniques that enable support for thousands of lights, while eliminating many of the drawbacks of deferred techniques. Ths talk shows how these techniques can be used and extended to support transparency with high efficiency.

Art Pipeline: Transition From Offline to Real-Time CG

The challenges and solutions in transitioning from offline production to the interactive approach used in creation of "Butterfly Effect", a real-time CG-animated short developed by Unity Technologies and Passion Pictures, a studio with predominantly traditional offline CG experience.

Thursday, 9 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
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Talks
Hairy Scary
Room 403AB
Details
Curls Gone Wild: Hair Simulation in "Brave"

The complex, varied hairstyles in Pixar Animation Studios' "Brave" proved to be a unique technical challenge. This talk discusses the tools and techniques developed in production to create realistic and aesthetically pleasing simulations.

High-Fidelity Facial Hair Capture

Extending multi-view face capture to reconstruct high-quality facial hair, automatically detecting hairs by careful analysis of the stereo-reconstruction error using a matching cost that properly accounts for camera-shot noise and pixel-sampling variance, and then reconstructing hair to better explain the input photographs.

Furry, Fuzzy, Lovable: Once Upon a Monster's Fur Pipeline

This overview of the fur pipeline used to create loveable muppets and monsters in "Sesame Street: Once Upon a Monster" explains the authoring pipeline, simulation, tessellation, shading, lighting, and shadowing techniques used to create and render a wide variety of fur styles in real time.

Thursday, 9 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.