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    蓝天工作室

    蓝天工作室

    Blue Sky Studios
    企业
    41论文总数
    103引用总数

    论文量&引用量时间轴

    机构学者

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    Ravindra Dwivedi
    Ravindra Dwivedi
    Blue Sky Studios
    论文:3引用:0H-index:0
    Mark Adams
    Mark Adams
    Blue Sky Studios
    论文:3引用:0H-index:0
    mark mcguire
    mark mcguire
    Blue Sky Studios
    论文:3引用:0H-index:0
    Jon Barry
    Jon Barry
    Blue Sky Studios
    论文:3引用:0H-index:0
    Chris Wedge
    Chris Wedge
    Blue Sky Productions
    论文:3引用:0H-index:0
    Chris Rydalch
    Chris Rydalch
    Blue Sky Studios
    论文:3引用:0H-index:0
    Mason Evans
    Mason Evans
    Blue Sky Studios
    论文:3引用:0H-index:0
    Maurice van Swaaij
    Maurice van Swaaij
    Blue, Sky Studios
    论文:3引用:0H-index:0
    Wenzel Jakob
    Wenzel Jakob
    Realistic Graphics Lab, School of Computer and Communication Sciences, École Polytechnique Fédérale de Lausanne
    论文:2引用:0H-index:0

    论文(41)

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    1A Pipeline Retrospective on USD & Conduit
    Rebecca Hallac,Tim Hoff,Chris Rydalch,Ryan Bland,Oliver Staeubli,Karyn Buczek Monschein,Mark McGuire

    Over the past three years, Blue Sky Studios built a USD-centric layer on top of its next generation pipeline framework, Conduit. This transition involved mapping the legacy Blue Sky workflows into USD constructs. In addition, direct artist feedback during the delivery of six short films provided insights that informed the evolution of the Conduit backend to support these modernized workflows.

    2021SIGGRAPH '21 ACM SIGGRAPH 2021 Talks(2021)引用:1
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    2Procedural Block-Based USD Workflows in Conduit
    Chris Rydalch,Colvin Kenji Endo,Wayne Wu

    We present a procedural block-based approach for USD pipelines that minimizes up-front USD knowledge requirements while ensuring users can still leverage the power of native USD. Building on USD and Conduit, we define fundamental workflow principles and philosophies on artist-interaction that guide our modular Houdini-based toolsets. Finally, we discuss the successes and challenges in scaling these workflows into production.

    2021SIGGRAPH '21 ACM SIGGRAPH 2021 Talks(2021)引用:1
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    3Artist-Centered Design for Feature Animation
    Jason Kim, Jordan Wild, Fatima Anes, Seehyun Kim, Sally Kong

    Product designers from Disney, Pixar, Blue Sky, and DreamWorks Animation discuss the challenges of designing proprietary software for feature animation production, why UX design is necessary for studios that build their own tools, and how it has impacted their studios.

    2021SIGGRAPH '21 ACM SIGGRAPH 2021 Panels(2021)
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    4Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data
    Ferris Webby,Todd Hill, Brian Anderson,Chris Pagoria,Christian Haniszewski,Daniel Lima

    Reinventing the humanoid character build pipeline at Blue Sky Studios presented several opportunities to create synergy between different processes, all centering around the concept of creating and maintaining a standardized Universal Mesh. The automation of rig argument placement, the building of rigging tools that use aspects of character geometry as inputs, the separation of character data from assets, and the creation of a stylized simulation-based approach to deform animated characters were all influenced by this base Universal Mesh. Ultimately, this approach offered new ways to get the most out of our character pipeline.

    2021SIGGRAPH '21 ACM SIGGRAPH 2021 Talks(2021)
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    5Stylizing Metals and More with the Glint Filter
    Eszter Offertaler,Angel Camacho-Torres,Nathan Zeichner

    We present a novel and artist-controllable system for stylizing metallic surfaces. This technique filters a beauty render with a Cryptomatte-encoded identifiers pass to generate a new stylized image. The ids pass drives an image-space color flood fill algorithm that uniformly colors regions to create a faceted metal appearance. The ids are generated using a variety of methods that target different aspects of the reflective surfaces. Tools that further modulate the facet ids give artists control over the effect in both render and compositing. The result is a smooth and temporally coherent effect that complements other non-photorealistic imagery. We can expand and generalize this technique to apply to non-faceted metallic surfaces.

    2021SIGGRAPH '21 ACM SIGGRAPH 2021 Talks(2021)
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    合作机构(13)

    数字王国3.0合作论文 3
    维塔数码合作论文 2
    华特迪士尼动画工作室合作论文 2
    皮克斯动画工作室合作论文 2
    Illumination Mac Guff合作论文 1
    佛罗里达州立大学合作论文 1
    梦工厂动画公司合作论文 1
    Epic Games合作论文 1
    英伟达合作论文 1
    洛桑联邦理工学院合作论文 1

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