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    Pacific Data Images

    企业
    19论文总数
    3,594引用总数

    论文量&引用量时间轴

    机构学者

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    Judy Conner
    Judy Conner
    Pacific Data Images
    论文:2引用:0H-index:0
    Rob Vogt
    Rob Vogt
    DreamWorks Animation
    论文:2引用:0H-index:0
    Scott Peterson
    Scott Peterson
    PDI/DreamWorks
    论文:2引用:0H-index:0
    Stephan Osterburg
    Stephan Osterburg
    PDI/DreamWorks
    论文:1引用:0H-index:0
    Laurent Kermel
    Laurent Kermel
    PDI/DreamWorks
    论文:1引用:0H-index:0
    Jonathan Gibbs
    Jonathan Gibbs
    PDI/Dreamworks
    论文:1引用:0H-index:0
    Glenn Entis
    Glenn Entis
    General Partner, Vanedge Capital
    论文:1引用:0H-index:0
    Frédo Durand
    Frédo Durand
    Computer Science & Artificial Intelligence Laboratory, Electrical Engineering & Computer Science Department, Schwarzman College of Computing, Massachusetts Institute of Technology
    论文:1引用:0H-index:0
    Lawrence D. Cutler
    Lawrence D. Cutler
    PDI/DreamWorks
    论文:1引用:0H-index:0

    论文(19)

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    1The Digital Production Pipeline
    Darin Grant, Michael Stein,Steve Lavietes,Jonathan Gibbs,Barbara Ford Grant

    It used to be about getting analogue data in and out of the digital world. Today it's about connecting those various digital worlds into a fluid creative process. While studios look to tighten budgets, minimize risk and broaden films' reach worldwide across platforms, there is no standard operating procedure for studios to produce content. Shorter schedules, and globalization are as disruptive to the digital pipeline today as non-liner editing and digital cameras were to their analogue counterparts. We'll walk through digital pipelines, expose a few of the methods and workflows that haven't changed for far too long, and take a look at trends in production workflows that will allow studios to quickly adapt to these ever changing environments.

    2013SIGGRAPH '13 ACM SIGGRAPH 2013 Courses(2013)
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    2A Meshless Hierarchical Representation for Light Transport
    Jaakko Lehtinen,Matthias Zwicker,Emmanuel Turquin,Janne Kontkanen,Fredo Durand,Francois X. Sillion,Timo Aila

    We introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as per-vertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed direct-to-indirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches.

    2008ACM TRANSACTIONS ON GRAPHICS(2008)引用:110
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    3Art-directable Dynamic-Hair Shells in Madagascar: Escape 2 Africa
    Stephan Osterburg,Nathaniel Dirksen,Rob Vogt

    The character design for Madagascar emphasizes the preservation of strong lines, shapes, and silhouettes. Applying these directives to the hair was a major challenge in the first movie, as most dynamic hair solvers have difficulties providing believable simulated motion while adhering to those artistic constraints. Our hero character, Alex the lion, provided an additional hurdle with his mane growing not only on the scalp, but also from the neck and chest. Animators also had only limited control over the shapes generated, and fine tuning individual shots was time consuming and expensive. With a larger cast of lions in the sequel Madagascar: Escape 2 Africa, we set out to find a solution that would preserve the movie’s artistic design, provide better animator controls, and could be easily set up on a wide range of characters.

    2008SIGGRAPH '08 ACM SIGGRAPH 2008 talks(2008)引用:1
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    4Merging Bipedal and Quadrupedal Functionality into One Rig for Madagascar: Escape 2 Africa
    Rex Grignon,Milana Huang,Rob Vogt
    2008SIGGRAPH '08 ACM SIGGRAPH 2008 talks(2008)引用:1
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    5Tackling Computer Generated Clouds in 'madagascar: the Crate Escape'
    Laurent Kermel,Fangwei Lee,Joon Taik Song,Scott Peterson

    Computer generated clouds are an important component in the animated movie 'Madagascar: The Crate Escape'. Our particle based cloud system is used throughout the animated feature in collaboration with our Layout, Lighting and Matte painting departments. It was clear from the beginning that several objectives had to be defined - the techniques used had to be relatively fast and able to create realistic and stylistic clouds, but, also and mainly, be art-directable. Another key component was to create a flexible and memory efficient pipeline designed to accommodate hundreds of production shots.

    2008SIGGRAPH '08 ACM SIGGRAPH 2008 talks(2008)
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    合作机构(12)

    梦工厂合作论文 3
    乔治梅森大学合作论文 1
    多伦多大学合作论文 1
    数字设备公司合作论文 1
    宾夕法尼亚大学合作论文 1
    格勒诺布尔 - 阿尔卑斯大学合作论文 1
    麻省理工学院合作论文 1
    Sony Pictures Imageworks合作论文 1
    英伟达合作论文 1
    德克萨斯 A&M 大学合作论文 1

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