Deconstructing Destruction: Making and breaking of ”Frozen 2”’s Dam

@article{Tollec2020DeconstructingDM,
  title={Deconstructing Destruction: Making and breaking of ”Frozen 2”’s Dam},
  author={Marie Tollec and Sean Jenkins and Lance Summers and Charles Cunningham-Scott},
  journal={Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks},
  year={2020}
}
In ”Frozen 2”, a key story point is centered around the destruction of a large dam. The scale and scope of this effect necessitated the development of a cross-departmental, effects-driven workflow. Effects were introduced and planned at the layout stage before animation to choreograph the dam collapse sequence and to enable the animators to have the character react to the destruction. During this show, we also further developed the ILM workflow integration at Walt Disney Animation Studios (WDAS… 

Figures from this paper

References

SHOWING 1-2 OF 2 REFERENCES
The Design and Evolution of Disney’s Hyperion Renderer
TLDR
The Hyperion renderer is built based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches and is able to provide artistic control in a physically based renderer.
Ptex: Per‐Face Texture Mapping for Production Rendering
TLDR
A new texture mapping method for Catmull‐Clark subdivision surfaces that requires no explicit parameterization, Ptex, which stores a separate texture per quad face of the subdivision control mesh, along with a novel per‐face adjacency map, in a single texture file per surface.