Mica: A Photoreal Character for Spatial Computing
Mica is an autonomous, photoreal human character that runs on the Magic Leap One spatial computing platform. The past ten years have seen tremendous improvements...
A Schur Complement Preconditioner for Scalable Parallel Fluid Simulation
We present an algorithmically efficient and parallelized domain decomposition based approach to solving Poisson’s equation on irregular domains. Our technique employs the Schur complement method,...
Pyramid Coordinates for Deformation with Collision Handling
We present an efficient implementation of the reconstruction of pyramid coordinates which are used for the deformation of animated characters. By reformulating the pyramid coordinates...
Rapid: An Artist Friendly Particle System
A particle system is a heavily used tool in every effects animation department in the world. In this paper, we re-explore this well understood, and...
Elastic and Plastic Deformations with Rigid Body Dynamics
We present a fast and robust method of simulating flexible materials that offers significant advantages over existing methods. Our approach supports complex geometry (concave features,...
Cloud Modeling And Rendering for "Puss In Boots"
The techniques and workflow used to create a very art-directed digital sky in the movie “Puss In Boots”. The story of DreamWorks Animation’s “Puss In...
End of Line: Character Destruction in "Tron: Legacy"
This talk discusses how the derez effect in “Tron: Legacy” was created.
Production Volume Rendering
This courses showed how to render non-homogenous media like clouds. The interesting thing about this course was the participation of 6 visual effects studios, and...
Destruction and Dynamics in Film and Game Production
This course focuses on film and game production practices in the area of rigid body and particle simulation and collision used in breaking objects and...
Destroying LA for "2012"
For the movie “2012”, Digital Domain was tasked with destroying its home city of Los Angeles… digitally. The destruction effects would be seen up close,...
Guiding of Smoke Animations Through Variational Coupling of Simulations at Different Resolutions
We propose a novel approach to guiding of Eulerian-based smoke animations through coupling of simulations at different grid resolutions. Specifically we present a variational formulation...
Blobtacular: Surfacing Particle Systems in "Pirates of the Caribbean 3"
The core of this sketch was about generating smooth surfaces from low density particle based fluid simulation. The algorithm looked at the neighborhood of particles...
Scattered Spherical Harmonics Approximation for Accelerated Volume Rendering
This sketch demonstrates a method for lighting volumetric participating media with environment maps.
Cartesian Grid Fluid Simulation with Irregular Boundary Voxels
This sketch presents a relatively simple way to deal with partially filled fluid voxels in a finite difference based fluid solver. Chris Batty’s variational approach...
DD::Fluid::Solver::SolverFire
This paper describes an implementation of a fire simulation tool used by artists at Digital Domain. We discuss choices of computational techniques, practicalities of initiating...