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Simulation in Production
Thursday, 31 July 2003
10:30 am - 12:15 pm
Room 20 D
Session Chair: Juan Buhler, PDI/DreamWorks
Rule-Based Smoke-And-Explosion Dynamics in a Full CG Environment
Development of the rule-based simulation technique that was used to calculate the smoke, fire, and explosion dynamics for "Check-in To Disaster."
Stephan Trojansky
Florian Hu
CA Scanline Production GmbH
troja@scanline.de
Rule-Based Crowds: Generation, Animation, Cloth, and Rendering of 15.000 Unique Human Characters
How the proprietary crowd-simulation tool "Sheep" handles mass scenes with 15.000 unique characters, including generation, animation, cloth simulation, and rendering in less than 45 minutes per frame.
Stephan Trojansky
CA Scanline Production GmbH
troja@scanline.de
Development and Evolution of Foot Dust
The changing requirements and evolution of the foot-dust system originally created for "Antz" and updated for use in "Shrek2."
Rick Glumac
PDI/DreamWorks
rickg@pdi.com
The Challenges of Creating CG 3D Curtains to Match Practical Moving Counterparts
Development of CG tableaux-style curtains that open by being drawn up along a diagonal, close, interaction with a CG character as they match their practical counterparts.
Scott Singer
Dave Murphy
PDI/DreamWorks
scott@pdi.com
Bringing Digital Crash Dummies To Life for "The Hulk"
For the first time, ILM has used rigid dynamics to create performance animation for soft-bodied creatures. The result: lifelike crash-down characters.
Hiromi Ono
Scott Benza
Zoran Kacic-Alesic
Industrial Light + Magic
hiromi@ilm.com
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