If you missed SIGGRAPH 2017 watch a selection of recorded Live Streaming Sessions.
If you missed SIGGRAPH 2017 watch a selection of recorded Live Streaming Sessions.
For "Kong: Skull Island", Industrial Light & Magic created a face-simulation model for Kong by applying a muscle-simulation framework that allowed for targeting facial shapes, ensuring that the simulations stayed on-model. This allowed simulation to be used as a powerful tool for adding realism to facial animation.
Matthew Cong
Industrial Light & Magic
Lana Lan
Industrial Light & Magic
Ronald Fedkiw
Stanford University, Industrial Light & Magic
This talk presents three high-performance animation techniques from Gears of War 4: a "warp point"-driven system for dealing with character traversal through irregular environments, a novel post-process-based approach to handling motion transitions, and a fast heuristic for automatically matching locomotion foot phase between animations.
David Bollo
The Coalition (Microsoft Studios)
In this conservative, uniform method for handling scene constraints in a pose-based caching system, the constraints are organized into a special dependency graph for invalidating caches and updating rigs. The result is a seamless experience that works with all types of constraints while preserving real-time performance.
Gene Lee
Walt Disney Animation Studios
Christian Eisenacher
Walt Disney Animation Studios
Andy Lin
Walt Disney Animation Studios
Noel Villegas
Walt Disney Animation Studios
Eyes are one of the most important features in a character's performance. Blue Sky Studios has developed a set of tools and techniques to enable artists across all production departments to achieve the most compelling and expressive results when creating, animating, and shading their characters' eyes.
Pilar Molina Lopez
Blue Sky Studios
Jake Richards
Blue Sky Studios