Frozen 2: Effects Vegetation Pipeline

@article{Joseph2020Frozen2E,
  title={Frozen 2: Effects Vegetation Pipeline},
  author={Norman Moses Joseph and Vijoy Gaddipati and Benjamin Fiske and Marie Tollec and Tad Miller},
  journal={Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks},
  year={2020}
}
  • N. Joseph, Vijoy Gaddipati, Tad Miller
  • Published 17 August 2020
  • Environmental Science
  • Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks
Walt Disney Animation Studios’ ”Frozen 2” takes place in the Enchanted Forest, which is full of vegetation (e.g. distinctive leaves and foliage) that is manipulated by other characters, including the wind character, Gale. ”Frozen 2” also has multiple scenes where a large portion of the forest is on fire. The quantity and scale of vegetation effects in ”Frozen 2” presented a challenge to our Effects department. We developed two workflows, the Vegetation Asset workflow and the Fire Tree workflow… 

Figures from this paper

References

SHOWING 1-5 OF 5 REFERENCES
Art-directable procedural vegetation in disney's zootopia
TLDR
This work enriched the vegetation animation tools and workflows to support various levels of interaction with the characters and environment and implemented various instancing schemes to allow the renderer to re-use as much geometry as possible.
Art-directing Disney's Tangled procedural trees
TLDR
This work designed a system of authoring trees based around a language of hierarchical curves that lets artists interactively sketch out a base skeleton representation of a tree and grow procedural twigs and leaves out to a canopy shell by tweaking a limited number of parameters.
XGen: arbitrary primitive generator
TLDR
The visual richness of a CG movie comes in large part from the complexity of its characters and backgrounds, which involve populating primitives across large pieces of geometry in a controllable manner.
VDB: High-resolution sparse volumes with dynamic topology
TLDR
A novel hierarchical data structure for the efficient representation of sparse, time-varying volumetric data discretized on a 3D grid that facilitates adaptive grid sampling, and the inherent acceleration structure leads to fast algorithms that are well-suited for simulations.
The Association for Computing Machinery
As the Association for Computing Machinery enters a new phase of its existence, it seems befitting to review, briefly, the conditions in the computing field just prior to its organization and the