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AboutMe/Film_Work.htm

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</div></div><div class="procPageSectionContentStyle pagesVisOn procPagesSectionActive" id="1"><div class="procPagesInnerContentStyle procPagesSectionActive pagesVisOn">
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<div class="textSpacer"></div>
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<div class="procPagesAboutMe-infoStyle">
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In the past, I worked on <span class="textNudge">9</span> films, <span class="textNudge">8</span> of those at <span class="textBump">Blue Sky Studios</span>.
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<br> In the past, I worked on <span class="textItch">9</span> films, <span class="textItch">8</span> of those at <span class="textItch">Blue Sky Studios</span>.
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<div class="procPagesAboutMeSpacer"></div>
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&nbsp;&nbsp;<span class="textInblockBox">Character Simulation Technical Director (TD)</span> for hair / clothing sims &amp; tools in <span class="textName">Maya</span> on -
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&nbsp;&nbsp;<span class="textInblockBox">Character Simulation Technical Director (TD)</span> for Hair &amp; Clothing simulations in Shots and Tools in <span class="textName">Maya</span> on -
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textName">Epic</span>, <span class="textName">Rio 1</span> &amp; <span class="textName">Rio 2</span>
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<div class="textSpacer"></div>
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&nbsp;&nbsp;<span class="textInblockBox">Effects TD</span> doing volume sims (snow &amp; dust plumes), particles, some RBDs, &amp; tools in <span class="textName">Houdini</span> &amp; <span class="textName">Maya</span> on -
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&nbsp;&nbsp;<span class="textInblockBox">Effects TD</span> doing Volume (snow &amp; dust plumes), Particles, some RBDs Shots, and tools in <span class="textName">Houdini</span> &amp; <span class="textName">Maya</span> on -
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textName">Ice Age 4</span>
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<div class="textSpacer"></div>
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&nbsp;&nbsp;<span class="textInblockBox">Crowds TD</span> navigation, sims, &amp; tools in <span class="textName">Houdini</span> on -
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&nbsp;&nbsp;<span class="textInblockBox">Crowds TD</span> Navigation, Terrain Adaptation, Swarming, Shot Work, Tools, and Pipeline in <span class="textName">Houdini</span> on -
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textName">Ferdinand</span>, <span class="textName">Rio 2</span>, <span class="textName">Peanuts</span>, <span class="textName">Ice Age 5</span>, &amp; <span class="textName">Spies In Disguise</span>
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<br><br><div class="ppamHBar"></div>
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<br><span class="innerCenter">
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I was part of 2 published Siggraph papers and was allowed the opportunity to speak at <span class="textBump">Siggraph 2015</span>.
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I was part of 2 published <span class="textNudge">Siggraph</span> papers and was allowed the opportunity to speak at <span class="textBump">Siggraph 2015</span>.
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<br>The talk was to a decently full room, my bit was about camera based crowd navigation for <span class="textName">Peanuts</span>.
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<br><br> For <span class="textName">Peanuts</span>, I built an angle-to-camera locking system to drive agent's Movement and Head, Torso, &amp; Legs joint orientation to match the 2D style of the original cartoons. Along with Rails, Agents could choose to break free from, yet stay in rows on screen.
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<br><br> For <span class="textName">Ferdinand</span>, I built dynamic Arm IK to have drivers hold 10&amp;2 on steering wheels, passengers to sit, and co-developed a horse-and-jockey system to keep the Passengers (Jockeys) in the Cars (Horses) while they drive the streets.
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<br>
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<br>Please note, prior to Ferdinand, Houdini didn't have Crowd Simulation yet.
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<br>We developed our crowd tools &amp; pipeline in-house.
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</span>
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<br><br> <a href="https://dl.acm.org/doi/10.1145/2775280.2792517" target="_blank">You've got a lot of friends, Charlie Brown</a> -- <span class="textName">Peanuts</span><span class="textItalic textDrinkMeAlice">(2015)</span>
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<details>
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<summary class="collapsibleField">Details</summary>
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<div class="procPagesCollapsible">
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I setup camera guided crowd navigation. Keeping the kids perpendicular to the camera as they turned &amp; moved,
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<br> Distributing themselves across 3-4 rows, along '<span class="textNudge">guide-vector rails</span> on screen, like <span class="textName">Peanuts</span> 2d cartoons would do.
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<br>
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<br> Also developing tools to orient heads, torsos, and legs to the camera as well.
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</div>
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</details>
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<br> <a href="https://dl.acm.org/doi/10.1145/3084363.3085055" target="_blank">Populating the crowds in Ferdinand</a> -- <span class="textName">Ferdinand</span><span class="textItalic textDrinkMeAlice">(2017)</span>
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<details>
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<summary class="collapsibleField">Details</summary>
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<div class="procPagesCollapsible">
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I built dynamic Arm Inverse-Kinematics, having Agents hold steering wheels 10'n'2 while driving cars &amp; buses,
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<br> Passengers to sit without legs in the ground,
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<br>
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<br> And co-developed a <span class="textNudge">Horse-&amp;-Jockey</span> system;
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<br> Keeping Passengers <span class="textItalic textShrink">(Jockeys)</span> in the Cars <span class="textItalic textShrink">(Horses)</span> while they drive the streets of Barcelona.
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</div>
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</details>
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<br><div class="ppamHBar"></div>
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<br> <div class="ppamHBar"></div>
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<br><br> Before <span class="textName">Ice Age 5</span><span class="textItalic textDrinkMeAlice">(2016)</span>, <span class="textName">Houdini</span> didn't have <span class="textName">Crowd Simulation</span><span class="textItalic textDrinkMeAlice">(2015)</span>;
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<br> We developed our own Houdini crowd tools &amp; pipeline in-house for <span class="textName">Rio 2</span> &amp; <span class="textName">Peanuts</span>.
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<br><br> <div class="ppamHBar"></div>
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<br>While working in <span class="textName">Crowds</span>,
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<br>&nbsp;&nbsp; I built most of the navigation tools, placement, pathing, obstacle detection, and the usual crowd/boid navigation logic itself in Houdini for Birds &amp; Land critters.
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<br>&nbsp;&nbsp; I built most of the navigation, placement, pathing, obstacle detection tools, and the usual crowd/boid navigation logic itself in Houdini for Birds &amp; Land critters.
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<br>
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<br>I wrote systems to understand the terrain and how to follow the flow of the ground,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic">(Hence why I like AI Development now.)</span>
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<br>&nbsp;&nbsp; Multi-limb IK for the people &amp; animals to walk over uneven terrain, and a 'lookAt' system for the characters to look around with multiple neck joints smoothly.
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<br>&nbsp;&nbsp; While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not.
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<br>I wrote systems to understand terrain; to follow the flow of the ground they walked,
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<br>&nbsp;&nbsp;&nbsp;&nbsp; <span class="textItalic textDehydrated">( Hence why I like AI Development now, <span class="textName">Training Optimization</span> )</span>
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<br>&nbsp;&nbsp; Multi-limb IK for the people &amp; animals to walk over uneven terrain, and a '<span class="textNudge">Look At</span>' system for the characters to look around with their full neck, smoothly across multiple joints.
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<br>&nbsp;&nbsp; While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not; relative joint space is fun!
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<br><br> <div class="ppamHBar"></div>
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<br>
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<br>One of the personality traits I gave the crowd agents was 'rudeness';
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<br>&nbsp;&nbsp; This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.
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<br>&nbsp;&nbsp; This gave the crowd a more natural feel, as if a few had "somewhere to be".
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<br>&nbsp;&nbsp;&nbsp;&nbsp; This gave the crowd a more natural feel, as if a few had "somewhere to be".
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<br>
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<br>I could talk about the post-simulation joint editing &amp; cycle shifting tools, or the IK heel offsets &amp; foot locking;
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<br>&nbsp;&nbsp; But I think I'll save that for another time.
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<br>
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<br>
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</div>
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</span></div>
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</div></div></section></div><div class="procPagesInnerAfterBase procPagesInnerAfter"></div></div></div>
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</div>
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AboutMe/Film_Work.htm.md

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In the past, I worked on 9 films, 8 of those at Blue Sky Studios.
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Character Simulation Technical Director (TD) for hair / clothing sims & tools in Maya on -
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Character Simulation Technical Director (TD) for Hair & Clothing simulations in Shots and Tools in Maya on -
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Epic, Rio 1 & Rio 2
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Effects TD doing volume sims (snow & dust plumes), particles, some RBDs, & tools in Houdini & Maya on -
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Effects TD doing Volume (snow & dust plumes), Particles, some RBDs Shots, and tools in Houdini & Maya on -
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Ice Age 4
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Crowds TD navigation, sims, & tools in Houdini on -
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Crowds TD Navigation, Terrain Adaptation, Swarming, Shot Work, Tools, and Pipeline in Houdini on -
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Ferdinand, Rio 2, Peanuts, Ice Age 5, & Spies In Disguise
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I was part of 2 published Siggraph papers and was allowed the opportunity to speak at Siggraph 2015.
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The talk was to a decently full room, my bit was about camera based crowd navigation for Peanuts.
2020

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For Peanuts, I built an angle-to-camera locking system to drive agent's Movement and Head, Torso, & Legs joint orientation to match the 2D style of the original cartoons. Along with Rails, Agents could choose to break free from, yet stay in rows on screen.
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[You've got a lot of friends, Charlie Brown](https://dl.acm.org/doi/10.1145/2775280.2792517) -- Peanuts(2015)
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Details
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I setup camera guided crowd navigation. Keeping the kids perpendicular to the camera as they turned & moved,
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Distributing themselves across 3-4 rows, along 'guide-vector rails on screen, like Peanuts 2d cartoons would do.
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Also developing tools to orient heads, torsos, and legs to the camera as well.
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[Populating the crowds in Ferdinand](https://dl.acm.org/doi/10.1145/3084363.3085055) -- Ferdinand(2017)
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Details
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I built dynamic Arm Inverse-Kinematics, having Agents hold steering wheels 10'n'2 while driving cars & buses,
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Passengers to sit without legs in the ground,
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For Ferdinand, I built dynamic Arm IK to have drivers hold 10&2 on steering wheels, passengers to sit, and co-developed a horse-and-jockey system to keep the Passengers (Jockeys) in the Cars (Horses) while they drive the streets.
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And co-developed a Horse-&-Jockey system;
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Keeping Passengers (Jockeys) in the Cars (Horses) while they drive the streets of Barcelona.
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Please note, prior to Ferdinand, Houdini didn't have Crowd Simulation yet.
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Before Ice Age 5(2016), Houdini didn't have Crowd Simulation(2015);
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We developed our crowd tools & pipeline in-house.
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We developed our own Houdini crowd tools & pipeline in-house for Rio 2 & Peanuts.
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While working in Crowds,
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I built most of the navigation tools, placement, pathing, obstacle detection, and the usual crowd/boid navigation logic itself in Houdini for Birds & Land critters.
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I built most of the navigation, placement, pathing, obstacle detection tools, and the usual crowd/boid navigation logic itself in Houdini for Birds & Land critters.
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I wrote systems to understand the terrain and how to follow the flow of the ground,
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I wrote systems to understand terrain; to follow the flow of the ground they walked,
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(Hence why I like AI Development now.)
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( Hence why I like AI Development now, Training Optimization )
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Multi-limb IK for the people & animals to walk over uneven terrain, and a 'lookAt' system for the characters to look around with multiple neck joints smoothly.
55+
Multi-limb IK for the people & animals to walk over uneven terrain, and a 'Look At' system for the characters to look around with their full neck, smoothly across multiple joints.
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While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not.
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While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not; relative joint space is fun!
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One of the personality traits I gave the crowd agents was 'rudeness';
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This allowed some agents to push past each other, while others would slow/stop and wait for them to pass.
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This gave the crowd a more natural feel, as if a few had "somewhere to be".
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This gave the crowd a more natural feel, as if a few had "somewhere to be".
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I could talk about the post-simulation joint editing & cycle shifting tools, or the IK heel offsets & foot locking;
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