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
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 skinUp-Res Simulation
Fluid simulation Cloth simulationUniform Sample Distribution
表面的點的 distence 的計算Hair Shading
Research Papers from Studios
disney imageworks wetafx pixarWorkflow
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
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