Daniel Heckenberg

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The creative requirements for <i>The LEGO Movie</i> demanded that the entire world be made of individual LEGO bricks, with no cheating. Whole buildings needed to be demolished into their component bricks, vehicles pulled apart and re-assembled differently and some parts of the set were to be ripped up and formed into other objects. Even simulated FX like(More)
Creating repetitive geometric features such as scales or cobblestones for computer graphics is difficult and tedious to perform manually, particularly for seamless 3D surfaces. However, procedural approaches rarely provide the fine-grained control required for motion picture production. Representation of shape detail does not fit easily into traditional(More)
In <i>The LEGO Movie</i> everything on screen from characters and sets to oceans and explosions is realised with bricks. By building a brick library we were able to automatically assemble optimized models from XML files output by LEGO Digital Designer. A sophisticated shader and numerous texture variations for each brick were also created, allowing us to(More)
<i>Legend of the Guardians: The Owls of Ga'Hoole (LotG)</i> features over sixty distinctive, art-directed, hyper-realistic feathered characters. We developed a procedural feathering pipeline, <i>Quill</i>, to efficiently realise more than fifteen unique bird species required by the story. This toolset allows a procedural representation of feathers to be(More)
Volumetric effects have become a mainstay of the visual effects community over the past decade. With many third-party solutions available, what are the benefits and challenges of creating a proprietary system? We outline <i>Snap</i>, Animal Logic's grid-based simulation and volumetric rendering framework used in <i>Legend of the Guardians: The Owls of(More)
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