2013年12月26日 星期四

[ICA] 演講筆記


電腦動畫概論,演講資料如下:
 
時 間:12月27日星期五 13:20 ~ 15:10
地 點:工程三館EC015
主講人:翁士欽,西基電腦動畫股份有限公司
講 題:From School to Industry–Engineering for Computer Animation
主持人:林文杰 教授
====================



What is computer animation

  • texturing: shading networks 把很多材質串在一起,做出想要的感覺 (有些會拉到 lightening 做)
  • asset: charactor 道具 場景(sometimes)
  • layout: according to storyboard to import charactor and camera and scene, etc
  • animation: charactor motion, balabala
  • simulation: cloths, hair
  • matte painting: 就是在背景的圖可以用圖片表示
拆成很多圖層的原因:因為之後要修改

art 的需求會一直趨使 technology 的進步

1 season = 25 episodes = 25*350 shots total assets for one project = 1400 average frames in one shot = 150

Render time: 10 min x 150 frames x 350 shots x 25 episodes = 25.3 years!! (one computer)

確保 pipeline 愈順愈好,必須有效分配資源 使用參數很重要

Making workflow smoother

Artists’ needs - interactive response - intuitive control - easy to understand

參數如果被誤用會影響到效率

art-directable 不是追求物理真正正確,而是要控制 art 的表現

simulation 完給 target post

Developers’ Perspectives - Robustness - Cost-effective - Pipeline integration

simplicity scalability flexibility
 
scalability: algorithm
flexibility: 鎂加公司的 pipeline 不一樣,所以需要配合客戶

Studies

Pose Space Deformer

如果用 musle system 場景開不出來 (Not real time)

Heat Weight Transfer in Pinocchio

Maya 2013 後就有內建 先完成了 8 成的 skin

Up-Res Simulation

Fluid simulation Cloth simulation

Uniform Sample Distribution

表面的點的 distence 的計算

Hair Shading

Research Papers from Studios

disney imageworks wetafx pixar

Workflow

Issue breakdown -> researching -> prototyping(home) -> beta testing(home) -> pipeline integrating -> maintaining(loop)
prototyping (給 artist 測試)

“Engineering isn’t about perfect solutions; it’s about doing the best you can with limited resources” Prof.Randy Pausch

The Limited Resources

  • Budgets Technical labor force Hardware Software
  • Schedule Time for researching and implementation Computation time
     

沒有留言:

張貼留言