• Corpus ID: 70304499

Effects Workflow and Asset Creation for Animation, Live-Action, and Virtual Reality

@inproceedings{Wassynger2018EffectsWA,
  title={Effects Workflow and Asset Creation for Animation, Live-Action, and Virtual Reality},
  author={Stephen Thaddaeus Wassynger},
  year={2018}
}
Animation, live-action, and virtual reality all use effects to further express the artistic vision of story creators. The effects help immerse the viewer in a fantasy world that is unlike anything that exists on Earth. In this paper I explain the planning, creation, and final implementation of various effects assets for Making Friends (an animated short), Right to Bear Arms and Hot Air (live-action shorts), and Journey to Proxima Centauri: Terror of the Mnar (a virtual reality experience). I… 

References

SHOWING 1-10 OF 22 REFERENCES

Volumetric clouds in the VR movie, Allumette

For Allumette, clouds were modeled in virtual reality by painting cloud shells using a proprietary modeling tool, then used a third party procedural modeling package to create and light the cloud voxel grids, and exported with a custom file format, and rendered using a ray marcher in the game engine.

The role of hand-drawn animation in Disney's Moana

Exploring new workflows has further bridged the gap between hand-drawn animation and CG animation, opening the way for continued exploration into hybrid animation.

Crafting memorable VR experiences using experiential fidelity

Experiential Fidelity is introduced, which is an attempt to create a deeper sense of presence by carefully designing the user experience to guide the user's frame of mind in a way that their expectations, attitude, and attention are aligned with the actual VR experience.

Fortnite: supercharging CG animation pipelines with game engine technology

Game engine technology, when applied to traditional linear animation production pipelines, can positively alter the dynamics of animated content creation. With realtime interactivity, the iterative

Building moana's kakamora barge

To handle the challenges the sequence presented, Walt Disney Animation Studio made extensive use of automation and procedural tools along with some creative design decisions to save artist time and allow for greater reuse.

Creating the flying armadas in Guardians of the Galaxy

For Guardians of the Galaxy, the authors were required to create an epic space battle spanning hundreds of shots, with tens of thousands of ships dogfighting, requiring improvements to MPC's technology to allow for quick iterations and compelling results for the bulk of the ships via their crowd tools, while streamlining the process for fine-tuning the motion of any ships which didn't match the director's vision.

Moana: Foundation of a Lava Monster

For Disney's Moana, the challenges presented by the story's fiery foe, Te Kā, required cross-departmental collaboration and the creation of new pipeline technology, so effects artists composed heavily art-directed simulations alongside reusable effects assets.

The ocean and water pipeline of Disney's Moana

The pipeline was redesigned to provide a flexible authoring process for a lightweight implicit ocean representation and allowed artists to visualize and edit specific parts of the water setup and easily share their updates with other departments.

Moana: performing water

The challenge with performing water was to provide art-directed simulations, defying physics, yet remaining in a grounded sense of possibility, and played to the goal of communicating that this character is the ocean as a whole.

Interactive storytelling: Thatgamecompanys flower

  • https://ekostories.com/ 2012/03/30/flower-thatgamecompany-nature/,
  • 2012