S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
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PRODUCTION SESSIONS (continued)<br />
25<br />
THE VFX OF DISNEY’S “THE<br />
JUNGLE BOOK”<br />
Tuesday, 26 July, 3:45-5:15 pm<br />
The visual effects team behind Jon<br />
Favreau’s live-action adaptation of “The<br />
Jungle Book” discusses the creative and<br />
technical challenges behind bringing the<br />
story's characters and stunning full CG<br />
environments to life. A team of over 800 CG<br />
artists led by Production VFX Supervisor<br />
Rob Legato, MPC VFX Supervisor Adam<br />
Valdez, Animation Supervisor Andy Jones,<br />
and Weta Digital VFX Supervisor Keith<br />
Miller, worked for two years to animate over<br />
60 species of animal; craft the mountain<br />
temple, trees, rocks, and vines; and simulate<br />
earth, fire, and water.<br />
Panelists<br />
Rob Legato, Production VFX Supervisor<br />
Andy Jones, Animation Supervisor<br />
Walt Disney Animation<br />
Adam Valdez, VFX Supervisor<br />
Moving Picture Company<br />
Keith Miller, Digital VFX Supervisor<br />
Weta Digital<br />
WEDNESDAY, 27 JULY<br />
UNDER THE SEA – THE MAKING OF<br />
“FINDING DORY”<br />
Wednesday, 27 July, 10:45 am-12:15 pm<br />
How Pixar artists created the studio’s<br />
latest feature film, “Finding Dory”. Top<br />
animators and technical artists deliver<br />
a deep dive into the process of creating<br />
the summer hit, which required adoption<br />
of an entirely new back-end pipeline and<br />
cutting-edge technology. From character<br />
design and animation to lighting, CG water<br />
like you’ve never seen before and, perhaps<br />
most crucially, RenderMan REYES, and<br />
RIS, come find out how “Finding Dory”<br />
revolutionized Pixar Animation Studios from<br />
sea-level up.<br />
Panelists<br />
Steve Pilcher<br />
Jeremie Talbot<br />
Jim Brown<br />
Masha Ellsworth<br />
Chris Burrows<br />
Chris Chapman<br />
Ian Megibben<br />
John Halstead<br />
Pixar Animation Studios<br />
“STAR WARS: BATTLEFRONT” –<br />
GAME DEVELOPMENT IN THE STAR<br />
WARS UNIVERSE!<br />
Wednesday, 27 July, 2-3:30 pm<br />
The DICE team reveals some of the work<br />
that went into “Star Wars: Battlefront,” their<br />
award-winning, visually stunning game. They<br />
share challenges they faced, discuss their<br />
approach to overcoming those challenges,<br />
and offer a candid, open conversation about<br />
their process. Specific topics include PBR,<br />
photogrammetry, vertex shading, fragment<br />
shading, Enlighten, tessellation, and<br />
optimizations. Attendees learn how DICE<br />
works; explore the challenges developers<br />
face when dealing with high-profile assets<br />
such as iconic characters, planets and<br />
weapons; understand the solutions to those<br />
challenges, and engage the creators in a<br />
panel discussion.<br />
Panelists<br />
Kenneth Brown, Technical Art Director<br />
Jonas Andersson, Visual Effects Artist<br />
Pontus Ryman, Senior Environment Artist<br />
Anders Egleus, Senior Visual Effects Artist<br />
Oscar Carlén, Senior Lighting Artist<br />
Electronic Arts Digital Illusions Creative<br />
Entertainment AB<br />
“DEADPOOL” + COLOSSUS OUR<br />
FAVORITE (ANTI) SUPERHEROES<br />
Wednesday, 27 July, 3:45-5:15 pm<br />
Digital Domain worked on the three<br />
main aspects of “Deadpool”: Colossus,<br />
Deadpool interacting with Colossus, and the<br />
Helicarrier. Creation of Colossus required<br />
five different actors: a motion-capture<br />
actor, a taller actor on the principle shoot,<br />
a voice-over actor, fa ace model, and a<br />
Mova/facial-capture actor. The team used a<br />
proprietary real-time system to capture the<br />
facial movement of one actor and redirect<br />
to the Colossus character with perfect 1:1<br />
geometry of usable data. They created the<br />
digi-double of Deadpool that was usable<br />
by all vendors on the project. And they<br />
created the Helicarrier; which is similar to<br />
Marvel’s X-Men carrier, but a bit more rustic<br />
looking in this anti-hero film. Blur Studio<br />
created the film’s opening title sequence,<br />
provided previsualization for several action<br />
sequences, delivered an additional 37 VFX<br />
shots for two key scenes, and made the<br />
low-fi animated end titles. Blur also provided<br />
previsualization for the main car chase, the<br />
subsequent bullet-counting sequence, and<br />
the final fight scene. Previsualization was<br />
critical for staging the flow of each scene<br />
and determining which shots would work<br />
best in advance. One of the main tasks<br />
in Blur’s 37 VFX shots was integrating a<br />
fully CG version of a damaged Colossus,<br />
building on Digital Domain’s “clean”<br />
Colossus model. Blur developed an identical<br />
clean Colossus, which required extensive<br />
full-body and facial motion capture, and<br />
incorporated heat damage, scrapes, and<br />
other flaws.<br />
Panelists<br />
Jan Philip Cramer, Animation Director<br />
Scott Edelstein, CG Supervisor<br />
Digital Domain, Inc.<br />
Franck Balson, Previsualization Supervisor<br />
Sebastien “Zeb” Chort, CG Supervisor<br />
Blur Studio<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG