S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
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AR/VR FIRST-TIMER GAMES<br />
REAL-TIME LIVE!<br />
27<br />
FP F S #SIGGR<strong>AP</strong>H2016<br />
Tuesday, 26 July, 5:30-7:15 pm<br />
An interactive extravaganza that celebrates the real-time achievements within the<br />
intersection of genius technical skills and creative beauty. Real-Time Live! shows off<br />
the latest trends and techniques for pushing the boundaries of interactive visuals.<br />
Image Credit: Quill, VR Drawing in the Production of Oculus Story Studio’s New Movie © 2016<br />
Inigo Quilez, Wesley Allsbrook, Oculus Story Studio.<br />
BEST REAL-TIME GR<strong>AP</strong>HICS<br />
AND INTERACTIVITY AWARD<br />
Developers create and showcase the<br />
best real-time graphics and interactivity<br />
applications possible using today’s<br />
technologies.<br />
The winning team is announced from<br />
the Real-Time Live! stage.<br />
Last year’s award winner was:<br />
Pushing Photorealism in “A Boy<br />
and His Kite,” Epic Games<br />
Adam<br />
“Adam” is a real-time rendered short film<br />
created with the Unity game engine.<br />
Veselin Efremov<br />
Zdravko Pavlov<br />
Unity Technologies SF<br />
Bound<br />
Bound is an innovative 3D platformer game<br />
with dynamic procedural environments<br />
inspired by the works of the demoscene.<br />
Procedural aspects of the game<br />
environment enabled solutions to some of<br />
the hardest problems of VR gaming.<br />
Michal Staniszewski<br />
Plastic<br />
Character Shading of Uncharted 4<br />
The challenges of character shading in<br />
Uncharted 4: volumetric feeling of the<br />
hair, using shader packages for different<br />
surfaces, performance for main characters<br />
and crowds, dynamic wear and tear.<br />
Yibing Jiang<br />
Naughty Dog, Inc.<br />
From Previs to Final in Five<br />
Minutes: a Breakthrough in Live<br />
Performance Capture<br />
Epic Games teamed up with Ninja Theory,<br />
Cubic Motion, and 3Lateral to create the<br />
world's first believable human driven live by<br />
an actress within an Unreal Engine game<br />
world. In this demonstration, body, face, and<br />
voice are all captured live in real time and<br />
recorded to create a real-time scene.<br />
Tameem Antoniades<br />
Ninja Theory Ltd.<br />
Kim Libreri<br />
Epic Games, Inc.<br />
Steve Caulkin<br />
Cubic Motion Ltd<br />
Vladmir Mastilovic<br />
3Lateral Studio<br />
Gary the Gull<br />
Gary the Gull is an interactive VR character<br />
that responds to voice, gestures, and<br />
distance in a short interactive VR film. It<br />
was built by an ex-Pixar, ex-Bungie team to<br />
demonstrate a new form of storytelling in VR<br />
that bridges games and film.<br />
Tom Sanocki<br />
Limitless Ltd<br />
Mark Walsh<br />
Motional LLC<br />
ILMxLAB Augmented Reality Experience<br />
Using an iPad, Vive motion tracking system,<br />
ILM's Zeno application framework, and<br />
hardware-accelerated video encoding,<br />
Industrial Light & Magic has created an<br />
augmented reality experience that allows<br />
users to interact with a digital character,<br />
which allows easy prototyping of augmented<br />
reality experiences.<br />
Nick Rasmussen<br />
Kevin Wooley<br />
Sheila Santos<br />
Rachel Rose<br />
Industrial Light & Magic<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG