Masters in Computer Animation
Personal Research Symposium 2010
Schedule
LECTURES
Monday 17th May 10.00am– 12.40pm (ALLESBROOK LT)
Monday 17th May 2.00pm – 4.20pm (ALLESBROOK LT)
Tuesday 18th May 10.00am – 12.20pm (ALLESBROOK LT)
Tuesday 18th May 2.00pm – 4.40pm (ALLESBROOK LT)
Thursday 20th May 10.00am – 1.00pm(ALLESBROOK LT)
WALL POSTERS
Monday 17th May 10.00am – 1.00pm (W430)
Monday 17th May 2.00pm – 5.00pm (W430)
Tuesday 18th May 10.00am – 12.00pm (W430)
Tuesday 18th May 2.00pm – 5.00pm (W240)
Wednesday 19th May 2.00pm – 5.00pm (W240)
Thursday 20th May 2.00pm – 5.00pm (W240)
Lectures
Monday
17rd May 10.00am – 12.40pm (ALLSEBROOK)
Setup from 9.00am
Parada Pereira, L
|
Houdini Fluids |
After looking into the two types of fluids used in Houdini, Voxel and Particle Based, I decided to
focus on the latter. This method is more appropriate to create liquids and viscous fluids mainly due
to the lack of spatial limitation and that was the focus of my research.
In this presentation I will discuss the advantages and disadvantages of particle based fluids, when
compared to voxel fluids, and explain what are the best techniques and practices to achieve good
visual results that can be integrated in cartoon or realistic shots.
At the end of the presentation I will screen some scenes created while researching this topic. These
videos will demonstrate the effect and function of different parameters, the integration of this
technique with others such as Rigid Body Dynamics and finally some examples of possible usage of
particle based fluids in production of visual effects.
Online_Notes
|
Priscott, C |
Python-Driven Houdini |
This presentation looks at the development of a 'Automatic Compositing' custom tool in Houdini, from an initial problem to an intuitive and usable solution. Areas talked about include why Python is the TD language of choice, the powerful libraries it offers (including the use of QT Creator), and how these tools can be written and used inside Houdini. A case study looks at the implementation of a Houdini tool that utilises QT and python libraries to help automate the process of setting up compositing networks. A conclusion on the success of this tool is then given along with a summary of what I have learnt from this research.
Online Notes
|
Twist, S |
Introduction to GPGPU |
My lecture will present a theoretical look at how writing programs for parallel computation on the GPU differs to writing programs for sequential computation on the CPU. The possible benefits of parallel computation over sequential computation will be discussed.
It is intended for anyone interested in a fundamentally different approach to solving problems, and requires only a basic knowledge of CPU programming as a prerequisite.
The lecture is informed by the knowledge I acquired whilst developing my own GPU programs as part of this unit.
Online Notes
|
Gritt, A |
Parallel Processing |
With it becoming clear that processors are increasing in size rather than speed, I decided to investigate the cause and implications. The physical limits of silicon are being reached, preventing hardware from being run at higher clock frequencies.
Compared to CPUs, GPUs are cheaper both in initial cost and ongoing power requirements. They do have a number of disadvantages though, such as SIMD and access to system memory. There are a number of important appropriate uses for GPUs, which should be used to solve problems which are highly parallelisable. CPUs are also reaching a bottleneck in speed, requiring software to be developed with parallelism in mind, though not to the same degree.
I will discuss a number of applications and techniques suitable to parallel processing, including a case study of Avatar. I conclude with the opinion that parallel processing will be essential in future software development.
Online Notes
|
Dodds, P |
Maps and Graph Networks |
Having investigated the current methods of city generation I decided to look at an improving the
current techniques. To better understand how cities, towns and villages develop I look at a case
study of the development of Bournemouth.
Stepping through history looking at the earlies tracks, the Christchurch Inclosure act of 1805, the
rise of Bournemouth, and Thatcher's "Roads for Prosperity", I look at the local and national factors
that influence the building or roads.
Online Notes
|
Boyle, G |
Properties of Pyro FX |
In this talk I will briefly investigate the physical phenomenon of fire, and how this ultimately informs and influences fluid based fire simulation in 3D with specific reference to the Pyro FX digital asset in Houdini. I shall be analysing the various parameters of the pyrosolver node to establish relationships between variables and simulation results and I will discuss the various simulations that I have performed with reference to the real-world characteristics of fire.
Online Notes
|
Bonnet, V |
Soft Bodies, Deformable Objects |
A soft object is like a rigid body but it can change its shape during a simulation. After gathering and exploring the different algorithms to create deformable object, I have focused my research on the meshless technique which is the most appropriate for my purpose. The idea of this project is to understand soft body and create a simple system to visual in real-time a jelly object. In this research project, system such as free-form deformations (FFD) and other non-physical deformations are ignored. During the presentation, I will introduce and give an overview of the different algorithms used to simulate soft body in computer graphics and next I will explain the main steps to implement the meshless technique.
Online Notes
|
Lectures
Monday
17rd May 2.00pm – 3.20pm (ALLSEBROOK)
Setup from 1.00pm
Baker, M |
3D Compositing |
‘3d Compositing Workflows in Nuke’is an exploration into the industry-based usage of 3D compositing using The Foundry’s Nuke software package within the VFX pipeline. Starting with a foundation in traditional compositing, researched are industry specific core techniques of 3D compositing in relation to two key areas; backplates and hero assets. Explored are key 3D compositing workflows to create high-end digital composites such as; backplate clean-up, the creation of 3D environments and texturing imported 3D assets. All of this takes place within the post production process.
These theories and practices are supported with case studies throughout, as well as my own personal involvement of implementing the technique in Nuke. This research inquiry seeks to enlighten upon 3D compositing’s roots, core implementation and future usage within an industry-based VFX pipeline
Online Notes
|
Sharkey, L |
Live Action Animated Assets |
Integrating CG objects within a live action environment is a challenge which is becoming more commonplace in today’s film industry. It is important that people planning a career in film understand the techniques used in CG integration so they can factor this in to the visual style from early stages of design. I have carried out some research in Image based lighting as a technique that can be used to recreate true-to-life light reflections seen on actual objects in an environment. Images are collected using a light probe, which are then unwrapped and mapped onto CG objects which have been placed into the scene. This results in colour matching between real and CG objects giving a more realistic and believable look to the whole image. My personal enquiry is based on implementing the process by integrating a CG tree with live footage of a forest scene.
Online Notes
|
Newbold, S |
Methods in Facial Animation |
I have focused on how to express happiness, anger, surprise and confusion with a cartoon style human face. First I explored what elements must be present to signal each one, and found that style often comes into play, then I made a comparison of simple shape-based and cluster-deformation-based facial rigs to see which is likely to produce the best effect in a student's animation project.
Online Notes
|
Long, J |
Video Projection Mapping |
I investigated the concept and practicalities of video projection mapping by tracking down examples of its use and taking part in the production of a large scale projection event. The medium in its current form is fairly new and is still not widely recognised by most people. I found that its uses fall in to two distinct camps; advertising and marketing events, and large scale light shows purely for entertainment. I will discuss the differences in these two approaches, as well as the possible applications for this new medium in the future. I will talk about how the shows are put together and give insight in to what role computer animation plays in implementing a show of this kind. I will use examples of my work as well as that of others working in this field throughout the presentation in order to more clearly illustrate the ideas and techniques behind my study.
Online Notes
|
Bruce, C and Chong, N |
Digital Matte Painting |
Areas of research encompassing the breakdown and analysis of matte painting techniques: past, present and future. This will include appropriate use of the medium in the industry and the adaptation of traditional analog techniques to the digital realm and the 3D revoluton.
Individual research for Bruce includes the importance of non-destructive image editing methodologies to the VFX pipeline. Individual research for Chong includes the techniques of using 3d rendering softwares like Vue and Terragen for landscapes and a study of painting realistic light via quick self study sketches.
Online Notes 1
Online Notes 2
|
Lectures
Tuesday 18th May 10.00am – 12.40pm
(ALLSEBROOK)
Setup from 9.00am
Duwe, D |
Digital Set Design |
My personal inquiry subject started off with the grander theme of virtual sets. I
wanted to investigate how a VFX supervisor approaches the task of shooting in a
void, the way they shot Avatar for example. A few of the things that kept coming
up were: hardware based, physical restrictions, expensive. Since I wanted to step
beyond just the research and make something, these were not motivating
findings.
This made me approach this topic from an entirely different angle, and I also
grabbed this chance as the last opportunity this year to bring in my previous
experience as an interaction designer/developer.
I will be showing my development of a proof of concept application that
potentially could be utilized as a new way to approach on-set pre-vis.
Online Notes
|
Keller, C |
Digital Characters |
The Foundry's compositing package Nuke is increasingly gaining popularity in the production of feature films. A major reason for this is its powerful and pipeline-friendly 3D tools that facility many compositing tasks (2.5D set extensions, reprojections, motion tracking, ...). However, an integrated particle system is missing to this date. This could be helpful in the creation of atmospheric elements like smoke, dust, fire, flashes etc., which could simply be placed in the camera-tracked 3D scene without reverting to the FX department in the production pipeline.
I have developed and will present a flexible particle system for Nuke 6 that can simulate every fuzzy phenomenon from simple sprite clouds to physically accurate moving and colliding pieces of geometry. The system is implemented in the form of a Python script, allowing to generate geometry that is fully integrated in Nuke's 3D space.
Online Notes
|
Wang, H |
NPR Rendering |
After researching on different ways of approaching non
photorealistic rendering and studying works which use non
photorealistic rendering, I decided to use Gooch's lighting model
to achieve the rendering style in works "Un tour de manège ".
Houdini is used to build the rib file, while shader is written using
RenderMan shading language. During the implementation, I found
writing NPR shader is related with photorealistic shader in a lot of
ways, such as the way surface interact with the light. Apart from
the shading, lighting set up is also important on achieve the effects
and different light types will achieve different results. Besides, I'll
also talk about problems I was faced with when applying the
algorithm, lessons I've learnt and some thoughts on computer's
role on generating art.
Online Notes
|
Zell, E |
Rigging |
In this talk one possible approach to rig a cartoony character will be presented and demonstrated on a mosquito. It starts with the basics to create a solid IK-rig with inverse foot setup or an automatic forearm. Afterwards, an approach will be shown to add bendy extremities with squash and stretch functionality, which will give animators the ability to follow the “12 Animation Features”. Finally, some ideas will be demonstrated how effects like popping out eyes or volume increasing bellies can be easily rigged, which are commonly used in traditional animation. The talk will close with a reflection including some best practice recommendations about rigging.
Online Notes
|
Diaz Nunez, C |
Animating Textures |
Moving images can be applied as animated textures in XSI as in most applications. Most of the examples with these textures are small cycles of 2d animation that are projected onto polygons. These textures can also be applied to the material, Illumination, particles, etc.
I will discuss what animating a texture involves and the deformations that can occur when projected onto different supports and geometries. In the same way, I will expose how animated textures can be used in different channels of the material, such as: diffuse, bump, opacity and displacement, etc, to create different effects.
During the presentation I will show different tests that exemplify the application of animated textures in XSI. To finalize, I will show a video to demonstrate the unreal 3 engines ability to support these textures in real time. This technique can then be applied into the next generation of games.
Online Notes |
Christiansson, K |
RBD and 3D Animation Software |
I will present how Rigid Body Dynamics (RBD) are used in Autodesk Maya and Houdini to create a wide range of digital effects. I will discuss the differences in setting up RBD animation projects in both software packages and compare the different features that are available in both of them. I will also describe the variety of forces and fields that are available to the digital artist and animator in Maya and Houdini.
The presentation will contain also a series of short illustrative videos clips that I prepared to highlight the differences of RBD in Maya and Houdini, and to show the possibilities one has to simulate a variety of RBD based physical effects.
Online Notes
|
Lectures
Tuesday 18th May 2.00pm – 3.3.20pmpm (ALLSEBROOK)
Setup from 1.00pm
Caldwell, M |
2D Relighting in Nuke |
An investigation into 2.5D relighting in Nuke, from an artist’s point of view. The subject of relighting
at the compositing stage will be thoroughly investigated, with particular emphasis on what an artist can
achieve using these relighting tools to alter the appearance of a lighting aesthetic in a CG composited
scene. Careful consideration will be given to ascertain precisely what can be done with these tools in
terms of the control of the lighting aesthetic, and if they are a serious alternative to 3D lighting; and a
conclusion will be formed around whether or not these tools have the capabilities to achieve high-end
compositing work.
Online Notes
|
Gailey, A |
Compositors |
My research is focused upon the divide of the user interfaces of various compositing applications into node based and layer based genres. I explore the functionality of both types of compositing applications, why they are set up the way that they are, and the pros and cons of either interface style. In addition, my talk will overview the core essentials necessary to understand in order to make sense of compositing operations from a theoretical standpoint. In particular, I will cover the topics of premultiplication, channel theory, and common layering operations. Rote learning of a given UI is the best way to become efficient, however, an understanding of these fundamental compositing topics and what to expect from a given UI will help in the transition between compositing packages.
Online Notes
|
Zilliox, A |
The Influence of Classical Painting in Filmmaking |
An investigation on the general influence classical paintings can have on filmmaking.
Focusing on the art movement Rococo, a comparison will be carried out demonstrating
similarities and differences between the paintings from this period and the films
Dangerous Liaisons (1988) and Marie-Antoinette (2006). The main aspects will be the
composition, the framing and the colours of the scenes. Could the subjects, the symbolism
and the compositions be reproduced equally in cinema as they are in painting?
The Artist as a selective creator of time, space and events.
„ Even the eye of the impressionist must be selective. It must focus on the significant
rather than the insignificant in the field of vision.“E.H. Gombrich
Online Notes
|
Gazdzinska, E |
Digital Colour Grading |
The talk will focus on recognising colour patters in relation to the story curve of a motion
picture. The history of colour grading will be briefly described, followed by close analysis of
colour patterns in the following films: The Lord of the Rings Trilogy (2001,2002,2003), 300
(2006), Ocean’s 11 (2001).
The results of this analysis will be then turned into a table presenting a set of colour strategies
that can be used to better understand other movies or enhance personal work.
Online Notes
|
Bawa, G |
Acting in Animation |
Audiences are much more sophisticated now when it comes to animation, and their expectations are higher than ever but they often judge animation on the basis of technical errors and forget about one of the major factor that make up a good animation that is the acting in animation. I will talk about acting and what factors constitute a good acting. Why acting is essential for animation. What are the differences between stage actors and acting in animation? Along with that I will show few videos representing how animators act out for their scenes.
Online Notes
|
Vas, P |
Motion Capture |
Motion capture finds its place at the peak of the effects pipeline. With Mocap being used
in the commercial cinema a new term called Performance capture has emerged. Through
out this research I will be focusing and addressing the Phenomenon of capturing motion
of performances. A brief look at the usage of facial expression and uniqueness of human
emotion that drive these performances. Comparing live action captures and animated
characters. Driving behind the CG character’s are the puppeteers who with their eloquent
body mechanics bring live into these innate mass of polygons These captures are focused
on implementing acting into their performances hence the name perfcap. Through these
findings I hope to draw the relationship on how much of acting and technology co relates
to give a realistic emotional performance. Thus trying to differentiate between the
technical jargon of Mocap and perfcap through observations and comparisons from CG
movies.
Online Notes |
Singh, A |
Motion Control Systems |
I have been investigating into usage motion control camera in the field of visual effects. In my talk I will briefly introduce to motion control cameras. I will present a case from a commercial which involved usage of motion control camera. I will explain the entire process of execution of the shot in post production from scratch and the VFX pipeline involved for the same.
Online Notes
|
Lectures
Thursday 20th May 10.00 – 1.00
(ALLESBROOK)
Setup from 9.00am
Saini, C |
Cultural Myths |
The famous Queen Cleopatra reminds us of the two great Roman men (Gaius Julius Caesar and Marc Antony) who fell in love with her and lost their lives. But what more is known about Cleopatra besides her seductive nature and lust for power?
In my research I tried to know more about her life and personality. I will discuss about the life of Cleopatra and the other aspects of her personality which are not well known. The talk will focus on her ethnicity, personality traits and a brief discussion about the events that occurred in her life. Further, I will show some facts about Cleopatra which are based on the discoveries made by the archaeologist. The character study of Cleopatra is useful for my Master’s project so that I can understand and relate well with the character.
Online Notes
|
Chow, J and Shah, A |
Massive Crowd Simulation |
I have heard a good reputation of Massive Software doing crowd simulation on some of my
favourite film like Lord of The Ring and Avatar. Hence I decide to do a research on the software to
understand how it works and what it could achieve. I will discuss about the different crowd
simulation between traditional animation and the use of fuzzy logic in Massive as well as a
comparison between the crowd simulation on other softwares. During the presentation I will screen
some of the video clips I found on my research, and a clip of my exercise using Massive.
Online Notes Chow
|
Chow, J and Shah, A |
Massive Crowd Simulation |
A great number of feature fims are taking advantage of computer graphics and latest crowd
simiulating software to create huge crowd and action scenes . One of the most widly used
software is massive. in this research I have investigated massive as a crowd simiulation software
and its approach to handle crowd simiulation . And also looked into other softwares avilable for
creating crowd simiulation . Also use of level of detals was researched in order to effetcively
render large crowd simiulation scene effectively
Online Notes Shah
|
Amin, J |
Character Setup |
Resulting from some technical shortcomings in the execution of my group project, I have investigated two areas: flow topology in character modelling for animation and rigging for character animation. Both of these are with a view to creating more naturally moving characters.
During the lecture, I will firstly explore the necessity of considering the character itself in terms of history and psychology etc. Modelling and then rigging concepts will then be examined. Some videos which will exemplify the processes will be shown.
Online Notes
|
Farnham, L |
Quadroped Rigging and Animation |
My talk will investigate the techniques and principles that guide the production and application of a believable Quadruped rig and animation. I shall specifically be experimenting with natural horse locomotion, and investigating the importance and function of horse anatomy. My main focus will be to explore and analyse the principal horse Gaits in order to appreciate how animation methods and rigging tools can be used to digitally recreate believable horse locomotion. I will screen videos in order to demonstrate the function of the rig and to show the progression of my animation throughout the project. I shall also screen videos of the animated cycles I have produced. These videos will represent the outcome of my Personal Inquiry.
Online Notes
|
Sonkor, D |
Particle Systems |
After
looking
into
the
fast
growing
commercial
industry,it seems
that
TV
commercials
now
aim
to
leave
an
impact
on
the
viewer
different
to
that
known
to
the
advertising
age.
It
is
not
through
features,
not
competitive
prices
that
advertising
agencies
are
promoting
their
products,
but
rather
through
a
persuasive
and
highly
impressive
visual
picture.
The
growing
demand
for
VFX
for
commercials
has
forced
many
postproduction
houses
to
move
towards
visual
effects
as
their
main
service.
My
discussion
will
explore
some
of
the
reasons
for
this
growth,
looking
at
whether
VFX
techniques
really
sell
and
if
the
shift
to
VFX
in
some
cases
has
attracted consumers;
or
if
it
is
just
all
a ‘cool’
hype.
I
will
also
be
touching
on
the
advantages
and
disadvantages
of
using
VFX
in
commercials,
and
the
temptation
to
embrace
the
viewer
in
a
surreal
world
to
imprint
brand
names
and
products.
I
will
showcase
various
VFX
adverts
to
support
my
research,
as
well
as
statistical
data.
Online Notes
|
Kimonides, A |
Hands and Feet Rigging |
After investigating rigging I created a rig for an existing human character model complete with animation controllers ready for animation. I have also animated a simple walk cycle to demonstrate my understanding.
After investigating rigging for biped humanoid characters I discovered that since rigging is often a laborious task requiring specialised knowledge. New methods have recently been developed that automate rigging and enveloping to existing models so the user can move to animation with minimum effort. As these new methods of rigging are not available I used an existing human model which I built a rig for from scratch, which I have optimised for ease of use in animation.
During the presentation I will be showing slides of rigging principles and two videos showcasing the rig I built and its capabilities along with a video of the model enveloped to the rig performing a simple walk cycle as proof of concept.
Online Notes
|
Dhaliwal, T |
Particle Systems |
Particle systems started off in the visual effects industry for modeling classes of fuzzy objects. Over the past two decades they have evolved and advanced as a digital tool and established themselves into other industries. I explored the nature of these systems and broke them down to their technical aspects and learned why they work so well and how they have been used in other mediums.
The simulation package from Regelous, popularly known as Massive will be used as a prime example of how particle systems have evolved and I will discuss the concept and principles behind this software and its use.
Online Notes
|
Wall Posters
Monday 17th May 10.00am – 12.40pm
Setup from 9.00am
Pardo Calderon, J |
Human Anatomy and ZBrush |
A study of human anatomy based on the artist licence of creating fictional mutations, focusing in adding wings to humanoid bodies, specially on the alteration of the chest and back bone structure and muscles, as well as a research on other artist works and the differences in credibility of their works anatomically speaking, and after that creating a 3d imagery for the visualization of my conclusions in zbrush, as well as advantages and disadvantages of zbrush as a modelling tool.
Online Notes 1
Online Notes 2 |
Freitas, N |
Matte Painting Techniques |
.Nuke is one of the newest compositing packages in the market and considering it incorporates both 2d and 3d it is a essential tool for matte painting and projection as well as compositing. My personal research deals with understanding the workflow of creating a matte painting and then projecting it in Nuke.
|
Kucuk, K |
High Poly Mapping for Games |
In my researsch i have discovered the optimization process of modelling
for the game engines. I looked and compared the game models with the other
mediums. How to build up a character model with limited amount of
polygons and show model as an high poly model with normal maps
and displacement maps. I have mentioned about low poly modelling with
creating good topology according to muscle structure. I have used Softimage XSI
and ZBrush as main tools and i showed the workflow between them.
Online Notes
|
Liu, Q |
Organic Modelling |
For my personal Inquiry, I would like to learn organic modelling techniques. I chose to model a realistic Face in manga style. First I will look at different styles from cartoony to realistic manga, and try to find out the common facial features with all manga characters. After this, I will look for a real human face as my reference that helped me with anatomy when I did modeling in 3D. Before I start modeling the face, I will do some research on human facial muscles which would help me to understand how the face is structured, and how facial expressions form.
Online_Notes 1
Online_Notes 2
|
Prabhu, A and Hall, L |
Miniature and Digital Environments |
In researching Miniatures used in Films we have split our poster into six parts; The History of
Miniatures, Shooting Miniatures to give the Illusion of Scale and Depth of Field, a case study
on Lord of The Rings, a case study on Titanic, Digital Compositing used with Miniatures, and
Making our own Miniature: The Eurofighter jet crashed into the Destroyed City. Through our
research we have been able to get an all round picture of why film-makers decide to use
miniatures in Film, what the advantages and disadvantages are; and applied that knowledge
to making and shooting our own miniature. The research we found most useful was in how
to achieve the Illusion of scale whilst shooting, and the use of different textures for different
parts of the model. The use of practical effects in film is still widely used so is very relevant
to modern day shooting, a recent example would be Tim Burton’s ‘Corpse Bride’.
Online Notes
|
Monday 17th May 2.00pm – 5.00pm
Setup from 1.00pm
Viswanathan, V |
Pyro Effects |
One of the newest additions to the Houdini 10 is the introduction of the pyro tools. Basically these tools have been developed to give the artist an immediate feedback and set of options to get decent results quickly and also these tools are expandable because of the Houdini's nature. I have been studying how we can set up a fire or explosion scene in Houdini using the new pyro tools. After understanding the basic concepts of how to make things work in Houdini,I went on to learn how we can tweak the parameters inside the dynamics network in Houdini to change appearance of the fire or a smoke. After the basic study I then started investigating how successful the pyro tool proved to be. I also tried studying the gist of maths involved behind the concept. My research is not about how to create a new fluid solver but to illustrate the dynamics nodes in Houdini when we create a pyro tool from the shelf.
Online Notes
|
Shrestha, S |
Visual Effects Dynamics |
After doing a brief research in different areas of dynamics , I was particularly
interested in fluid dynamics. I researched more on fluid dynamics and different
methods of implementing it. I have tried to simulate fluid behaviour in Houdini. The
simulations were done using particle based approach.
My poster includes what I learnt from this research. I would also demonstrate the
simulations which emulate water and smoke.
Online Notes
|
Goffredo, E |
How Things Break |
Trying to answer the question “How do things break?” is still tough and complex for the physicists. Equally it is a hard topic also in CG where artists try to find the best solution to reproduce in their simulation realistic breaking materials, that are almost impossible to create through a manual keyframing.
I have investigated the two aspects of this topic.
Firstly I will show the basic physics that is behind the everyday experience of seeing things break and a brief history of the fracture mechanics. Then I will explain the way in which four papers in the last 20 years have tried to solve the problem of simulating the break of things. In the end I will show some examples developed in Houdini and I will explain how a simple simulation of breaking objects works in this software.
Online Notes
|
Morgan, J |
Motion Capture |
For my project I was interested in investigating methods for creating realistic muscle simulation for games which would be quick and easy to implement. Muscle simulations tend to be a time consuming process requiring many models and simulations to recreate the skin and muscles. With simple expressions and focussing on the external elements i.e. the look of the skin the textures and muscle shapes you can create simulate some surprising effects which could be used after my investigation into many areas of 3D.
Online Notes 1
Online Notes 2
|
Khan Ahmed, S |
Human Movement |
The idea behind this presentation came from an interview of Disney animators, how they started using video footage for animation in the early days of Disney animation. The idea had evolved into basically understanding how new and different methodologies were developed over the decades that provided benefit to the animators workflow. The research basically revolved around the comparison of video based footage used for animation to motion capture. The conclusion resulted that though all methods are very helpful but in one way or another have certain disadvantages that can only be corrected by the eye of a skilled animator.
Online Notes
|
Wall Posters
Tuesday 18th May 10.00am – 12.00pm
Setup from 9.00am
Manne, K |
Compositing in Movies |
I have chosen to write about the history of compositing because it is an essential part of Visual Effects in the modern age. The writings of Lev Manovich document the rise of mixed media today, and compositing features as a key tool in the integration of various elements CG and live action into one moving Image. Within this document I have written about the History of Compositing, and the main tools which is used for compositing. where I have outlined many of the things that influence compositing today.
Online Notes
|
Tumer, A |
Compositing |
Basic and the most important principles of compositing techniques on most popular softwares
(Nuke & Shake). I focused on how to create chroma-key & matte and the main reason for creating
alpha-channel. Other topic that I focused on is lighting. How to observe lighting and shadows to
create a digital scene. In my poster, I composited a surreal background image that I designed and
applied a green-screen image on to it.
Online Notes
|
Shayegan Salek, S |
Photoreal Colour Matching |
.
Although Colour matching being a very important stage especially in achieving photorealism, there are a very limited resources available to the digital effects artists about this technique. In the course of my research I did not even find one book specialized in colour matching and the on-line resources are not comprehensive as well.
In this research I have looked into Colour matching technique and what are effective elements that need to be considered in order to achieve a successful result. I have also offered a few ways that I have discovered in my research to help speeding up the process.
Online Notes
|
Moyano Fernandez, G |
Screen Space Ambient Occlusion in Nuke |
With the recent agreement between The Foundry and Sony
Imageworks to implement features of Katana inside Nuke,
it is becoming clear that there is a tendency to bring
shading and lighting capabilities into compositing
packages.
This aroused my interest to research this field and has
led me to develop a plugin to emulate ambient occlusion
inside Nuke. The algorithm implemented is known as Screen
Space Ambient Occlusion.
Although the plugin is not production ready yet, the
process of its implementation is exposed in this
presentation.
Online Notes
|
Dawson, T |
Rapid Facial Animation for Games |
I investigated the traditional methods of facial animation (bone versus
blending), and the technical differences between both. Alongside that I also
looked into various ways in which facial animation can be streamlined,
involving the areas of game integration and speech recognition software.
I also identified software which has been created to achieve these tasks,
which could be applicable for both games and movies.
Online Notes
|
Wall Posters
Tuesday 18th May 2.00.pm – 5.00pm
Setup from 1.00pm
Kapu, S |
Proceduralism in Houdini |
Procedural roads play an important role in gaming and computer animation films. Creating them non procedurally is very expensive and time consuming. An analysis on several procedural road generation techniques has been done. They include Template based generation, Agent based simulation, iterated subdivisions and sampling technique. Advantages and disadvantages are analysed. The knowledge which I acquired allowed me to generate an efficient technique which allows user interface for procedural generation of roads. My plan is mostly influenced by the above mentioned techniques. I have clearly depicted the techniques in my poster.
Online Notes
|
Ramteke, S |
iTunes Visualiser |
After a detailed research on the various aspects and applications of Audio Driven Animation I decided to implement it using Houdini to create a basic Music Visualization.
The Output images have been added to the poster and the video will be presented during the poster session.
Online Notes
|
Raffo, L |
Human Character Modelling |
.
This Personal Inquiry will briefly investigate on general modelling, assessing some of the possible approach that can be made and, later on, after inquiring about the importance in understanding the human body anatomy and topology through the use of edge loops, I will investigate further applying what I have been researching on a simple model of a human body done using XSI software.
Onine Notes
|
Alabadi Arago, A |
Creative Process |
The decision of doing the research about character design came from my personal interest in this area. It is very interesting to me how much a character design can transmit, how a silhouette can automatically tell you who is that character in the story and make it recognizable. In my poster I will be showing all the process I have followed to get a successful character design, with my designs and some tips that I found about the subject. I focused my research to achieve the characters I needed for my Masters Project, a short animation with cartoony monsters in a Spanish atmosphere.
Online Notes
|
Farrokhi, N |
Cartoon Character Design and Modelling |
First of all I start reading some basic information about character design. It was quite helpful for a better understanding. I learned about different Types of characters and styles. I looked at different designing such as The art of Ratatouille, Robots, Howl’s Moving Castle. They have different style and it was a good inspiration for my designs.
Generally the most important thing is to look at many different styles and references in nature, human bodies, animals and many other things around us before start sketching.
The other important thing is analyse the characteristics of the characters. The more I know as a designer about my character, audience can read the character easier.
Online Notes
|
Wall Posters
Wednesday 19th May 2.00.pm – 5.00pm
Setup from 1.00pm
Firouz, K |
Environment Modelling and Texture |
I changed my first title which was “Environment modelling and texture” to a smaller area. In my personal inquiry I did some research on the process of environment designing from concept art to choosing textures by reading some art books of animations and made my own concept. I also did a research on different texture maps that are very important in environment modelling and texture. I just put Normal map and bump map in my poster to emphasise on these two but I read about other maps too. I did this part of my research by reading related books and web pages. To test the texture maps I did a simple test in XSI to see how it works.
Online Notes
|
Eyles, K |
Expressive Oil Paint Effects |
My personal enquiry is to realistically replicate an oil paint effect in a 3D computer environment.
How can these results be achieved?
Online Notes
|
Keip, T |
Chaos and Fractals |
In my inquiry project I examined the different types of chaos including the mathematical background of fractals. I will present different kinds of chaos and chaos perception as well as methods and algorithms to create various kind of fractals. Subsequent I present the benefit of chaotic structures for the Computer Graphics. In the end I present a more philosophical approach of understanding chaos.
Additionally I implemented a fractal generator in Houdini based on the magnetic pendulum. I will show my results in a short animation.
Online Notes
|
Mehta, A |
HDRI Lighting |
A brief introduction on HDR images, HDR photography, image based lighting and terminology related to HDRI.
Methods-
Methods used to create HDR images and other on and off location work.
On location
Application in CGI-
Image based 3D rendering and lighting and the alternatives. Advantages and disadvantages.
My Experiment-
My personal experiment with HDRI lighting specific to this project.
Use commercially-
Use of HDRI lighting in different media of CGI.
Online Notes
|
Bhavanam, R
|
Houdini L-Systems |
I have been researching on people who have already done research on HDRI. This research change my view on understanding HDRI more deeply and precisely. HDRI is a good technique to light the CG objects. I am planning to use HDRI images for my final project.
Online Notes
|
Dong, L |
Houdini Dynamics |
The reason I chose the Rigid Body System as my research topic is
because I want to use this in my final project.
The Rigid Body System is widely used in more and more movies.
The system can be use in different operation for creating different
simulation animations. In my poster, I will present some basic Rigid
Body Dynamic System set up in very simple examples.
Online Notes
|
Wall Posters
Thursday 20th May 10.00am – 1.00pm
Setup from 9.00am
Padinjare Sukumaran, S |
Facial Muscle Systems |
Exploring the new techniques and ideas of creating photo realistic characters in 3d softwares. I decided to focus on human facial muscle system and expressions my research project. Throughout my research project I am researching about the eleven facial muscles and their involvement in creating the six principal facial expression of human being. After researching the structure of human head, facial muscle system, I would like to create a human head to demonstrate the techniques that I learned.
Aim
My aim for this research project is to study the human facial muscle system as well as the structure of the human head and the facial expressions .To develop my knowledge on how to implement those techniques into modelling process. I would like to do my final project on Character modelling .I think for a better understanding of facial muscle system, expression plays a vital part in character modelling in computer animation.
Online Notes
|
Yang, Q |
Modelling and Facial Expression |
For my final project I decided to do research about head modelling for animation purpose. There are a lot of ways to do modelling, but the correct one is to do it with the right method and efficiency.
In my post I will talk about how to do head modelling by starting from observation, understanding of facial muscle, then move into how to simulate muscle with topology, and in the end, I will show how topology works in facial animation.
Online Notes 1
Online Notes 2
|
Chu, S |
Hair Modelling |
For this research I have investigated on how hair is created within computer graphics and what they are generally used for (such as in films, games, etc). After investigating on the different ways of hair modelling, I decided to compare why certain methods work better for different Medias. I will discuss the advantages and disadvantages of the techniques that are used for hair modelling. My research will be presented on a poster.
Online Notes
|
Li, R
|
Fluid Dynamics in Film |
Fluid dynamics plays an important role in feature films. The sophistication of the aesthetics is beyond compare. I had misconception about movies such as The Guardian, and did not realize the amount of fluid simulation employed in the scene. The simulations of the fluid do not rely solely on one software. It takes advantages from different software to create the perfect solution for specific shots required. Through this research I gained knowledge regarding the methodologies of generating fluid effects for feature films which could help me in creating my personal project.
Online Notes
|
Wall Posters
Thursday 20th May 2.00pm – 5.00pm
Setup from 1.00pm
Rajora, S |
Caricature and Experimental Animation |
My investigation area for my personal inquiry was about generating convincing expressions using shape animation. The intention was to learn and achieve basic human emotions in the cartoony dog head model in an anthropomorphised /caricatured way using shape animation. Understanding the mechanics of the face generating different emotions like sadness, happiness, anger, shock etc throw considerable challenge. Blend shapes are one of the cheaper yet most useful ways of creating emotions.
Online_Notes
|
Themeli, I |
Facial Animation |
After investigating human facial expressions and how the face deforms due to the muscle stretching and shrinking, I created the facial shapes of happiness, sadness, anger and surprise to a cartoony head model in XSI. My purpose was to make the facial shapes communicate each emotion clearly, as well as discover what other expressions would be generated when blending the shapes. The outcome of blending the shapes was a much bigger variety of facial expressions than I expected.
The poster presents:
-The importance of the facial muscle system to generate expressions
-The reference I collected from people performing facial expressions
- How it was applied to the character producing a variety of facial expressions.
There will also be video material available, showing the animated face along with the video reference used for that project.
Online_Notes
|
Green, D |
Exaggerated Inbetweens |
.
I have investigated methods of creating a rig for bendy and stretchy limbs in Softimage. I have focussed on a ribbon method of creating bendy bones, and describe how this method can be used to give the animator control over the curvature of the limb both manually and through the use of the parameter connection editor. To create stretchy bones i focus on the schinko method, and describe how this can be turned on and off.
Online Notes
|
|