GENESIS GLOBALLY CONNECTED LOCATIONS More than 2500 artists and - - PowerPoint PPT Presentation

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GENESIS GLOBALLY CONNECTED LOCATIONS More than 2500 artists and - - PowerPoint PPT Presentation

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


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TITLE

GENESIS

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  • 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

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  • SOME OF OUR PREVIOUS WORK
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SOME OF OUR WORK FOR 2017

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ACADEMY AWARD WINNERS 2017

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technicolor.com

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GENESIS

  • 1 year of

development

  • Used successfully
  • n two film

productions

  • Built on top of

Unity

  • Modular
  • Distributed
  • Multi-user
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CINE VFX

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

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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
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BLOCKING SCOUT

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MOCAP SHOOT

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VIRTUAL CAMERA

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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

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DISTRIBUTED SYSTEM

WFT

  • Request / Reply with

WFT as server

  • WFT defines roles
  • WFT as remote

controller

  • Heterogeneous

system

  • Diversity of rendering

targets

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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
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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
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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
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REALTIME RENDERING

  • Previs assets (lighter than VFX)
  • Preview final animations
  • High instance count
  • High quality lighting
  • Good approximation of final look
  • Realistic camera effects
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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
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VOXEL BASED GI

“Interactive Indirect Illumination Using Voxel Cone Tracing”

Crassin, Neiret, Sainz, Green, Eisemann

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AREA LIGHTS

“Accurate Analytic Approximations For Real Time Specular Area Lighting”

  • P. Lecoq, G. Sourimant, J. Marvie
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VOLUMETRIC LIGHTING

  • https://github.com/ArthurBrussee/Vapor
  • Integrated with Area Lights
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AMBIENT OCCLUSION

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MOTION BLUR

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DEPTH OF FIELD

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RENDERMAN MATERIALS MATCHING

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FINAL ANIMATIONS

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

  • Multiple live actors
  • Body and face with live preview in engine
  • Mobu + Dynamixyz
  • Proprietary app for network stream sync
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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
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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
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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)
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THE ADVENTURE IS ABOUT TO BEGIN… WE’RE HIRING!

We’re keen to talk to artists across all disciplines and at all levels for vacancies at our studios in London, Montreal, Vancouver, Bangalore and Montreal.

APPLY AT www.moving-picture.com OR EMAIL recruitment@moving-picture.com