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TITLE GENESIS GLOBALLY CONNECTED LOCATIONS More than 2500 artists and production crew, connected and networked through a global production pipeline. MPC London MPC Vancouver MPC Montral MPC Los Angeles MPC Bangalore SOME OF OUR


  1. TITLE GENESIS

  2. GLOBALLY CONNECTED LOCATIONS • More than 2500 artists and production crew, connected and networked through a global production pipeline. MPC London MPC Vancouver MPC Montréal MPC Los Angeles MPC Bangalore

  3. SOME OF OUR PREVIOUS WORK •

  4. SOME OF OUR WORK FOR 2017

  5. ACADEMY AWARD WINNERS 2017

  6. technicolor.com

  7. GENESIS • 1 year of development • Used successfully on two film productions • Built on top of Unity • Modular • Distributed • Multi-user

  8. CINE VFX • Bridge the gap between Unity and VFX • Hybrid rasterization + Ray Tracing • Advanced camera effects • Area Lights • Renderman material matching

  9. GENESIS EDITOR

  10. VIRTUAL PRODUCTION • Realtime rendering as tool for film making • Multi user collaboration • Everything is live and can be manipulated • Live performance capture • AR / VR enabled • Encoded devices

  11. BLOCKING SCOUT

  12. MOCAP SHOOT

  13. VIRTUAL CAMERA

  14. PIPELINE • USD: scenes and materials • FBX: for models, rigs and animations • JSON for everything else • Shader library: mapping by shader type • Unity USD SDK by Tiltbrush Team

  15. DISTRIBUTED SYSTEM • Request / Reply with WFT as server • WFT defines roles • WFT as remote controller WFT • Heterogeneous system • Diversity of rendering targets

  16. MULTI USER • RabbitMQ • TCP: cannot drop packets • Topic exchange (pub / sub) • Different message streams • Subscribe to streams, with filtering • Only need IP of RabbitMQ server • Diagnostics

  17. SYNC OBJECTS • Property changes in editor get automatically synchronized • An object becomes active when selected • UUID identifies item to update • Need to manage authority • Sender ID in message header: can filter own messages

  18. COMMANDS API • Everything else get executed via commands • Commands get put in a queue and executed with different strategies (i.e. one per frame) • Listeners on the queue can send any enqueued message over the network • Can have different queues with different strategies • Appy time-stamp to all command messages for establishing order of execution

  19. REALTIME RENDERING • Previs assets (lighter than VFX) • Preview final animations • High instance count • High quality lighting • Good approximation of final look • Realistic camera effects

  20. HIGH INSTANCE COUNT • Typically between 2k – 20k instances • Everything is live and dynamic, cannot bake or merge • CPU is bottleneck (culling and LODs) • Custom scene management • Aggressive batching • Hierarchical culling + GPU culling • LOD for entire groups • Good candidate for Multi Draw Indirect

  21. VOXEL BASED GI “Interactive Indirect Illumination Using Voxel Cone Tracing” Crassin, Neiret, Sainz, Green, Eisemann

  22. “Accurate Analytic Approximations For Real Time Specular Area Lighting” P. Lecoq, G. Sourimant, J. Marvie AREA LIGHTS

  23. • https://github.com/ArthurBrussee/Vapor • Integrated with Area Lights VOLUMETRIC LIGHTING

  24. AMBIENT OCCLUSION

  25. MOTION BLUR

  26. DEPTH OF FIELD

  27. RENDERMAN MATERIALS MATCHING

  28. FINAL ANIMATIONS • Full VFX characters (500k+ poly) • Cached animations with full deformation • DirectX friendly format • Data compression • Predictive background loading • Auto simplification

  29. MOTION CAPTURE • Multiple live actors • Body and face with live preview in engine • Mobu + Dynamixyz • Proprietary app for network stream sync

  30. ENCODED HW DEVICES • Diverse hw devices sending signals • Can combine multiple devices • Usually for cameras • Evaluate camera rigs in proprietary app • Streaming final camera xform to engine

  31. RECORDING • Apply timecode to everything • SDI capture of Unity output • Record all network messages • Record animations outside the engine • Can playback history to new joiners

  32. FUTURE WORK • Full USD pipeline • Fully portable looks (MaterialX, MDL, …) • Custom Unity Scene Graph to manage USD stage • Rendering optimizations • Raytracing (even as nearly-interactive)

  33. THE ADVENTURE IS ABOUT TO BEGIN… WE’RE HIRING! We’re keen to talk to artists across APPLY AT all disciplines and at all levels for www.moving-picture.com vacancies at our studios in London, OR EMAIL Montreal, Vancouver, Bangalore recruitment@moving-picture.com and Montreal.

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