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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

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