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203 | 203 | </div></div><div class="procPageSectionContentStyle pagesVisOn procPagesSectionActive" id="1"><div class="procPagesInnerContentStyle procPagesSectionActive pagesVisOn"> |
204 | 204 | <div class="textSpacer"></div> |
205 | 205 | <div class="procPagesAboutMe-infoStyle"> |
206 | | - 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>. |
| 206 | + <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>. |
207 | 207 |
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208 | 208 | <div class="procPagesAboutMeSpacer"></div> |
209 | 209 |
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210 | | - <span class="textInblockBox">Character Simulation Technical Director (TD)</span> for hair / clothing sims & tools in <span class="textName">Maya</span> on - |
| 210 | + <span class="textInblockBox">Character Simulation Technical Director (TD)</span> for Hair & Clothing simulations in Shots and Tools in <span class="textName">Maya</span> on - |
211 | 211 | <br> <span class="textName">Epic</span>, <span class="textName">Rio 1</span> & <span class="textName">Rio 2</span> |
212 | 212 |
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213 | 213 | <div class="textSpacer"></div> |
214 | 214 |
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215 | | - <span class="textInblockBox">Effects TD</span> doing volume sims (snow & dust plumes), particles, some RBDs, & tools in <span class="textName">Houdini</span> & <span class="textName">Maya</span> on - |
| 215 | + <span class="textInblockBox">Effects TD</span> doing Volume (snow & dust plumes), Particles, some RBDs Shots, and tools in <span class="textName">Houdini</span> & <span class="textName">Maya</span> on - |
216 | 216 | <br> <span class="textName">Ice Age 4</span> |
217 | 217 |
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218 | 218 | <div class="textSpacer"></div> |
219 | 219 |
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220 | | - <span class="textInblockBox">Crowds TD</span> navigation, sims, & tools in <span class="textName">Houdini</span> on - |
| 220 | + <span class="textInblockBox">Crowds TD</span> Navigation, Terrain Adaptation, Swarming, Shot Work, Tools, and Pipeline in <span class="textName">Houdini</span> on - |
221 | 221 | <br> <span class="textName">Ferdinand</span>, <span class="textName">Rio 2</span>, <span class="textName">Peanuts</span>, <span class="textName">Ice Age 5</span>, & <span class="textName">Spies In Disguise</span> |
222 | 222 |
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223 | 223 |
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224 | 224 | <br><br><div class="ppamHBar"></div> |
225 | 225 |
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226 | 226 | <br><span class="innerCenter"> |
227 | | - I was part of 2 published Siggraph papers and was allowed the opportunity to speak at <span class="textBump">Siggraph 2015</span>. |
| 227 | + 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>. |
228 | 228 | <br>The talk was to a decently full room, my bit was about camera based crowd navigation for <span class="textName">Peanuts</span>. |
229 | 229 |
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230 | | - <br><br> For <span class="textName">Peanuts</span>, 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. |
231 | | - <br><br> For <span class="textName">Ferdinand</span>, 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. |
232 | | - <br> |
233 | | - <br>Please note, prior to Ferdinand, Houdini didn't have Crowd Simulation yet. |
234 | | - <br>We developed our crowd tools & pipeline in-house. |
235 | | - </span> |
| 230 | + <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> |
| 231 | + <details> |
| 232 | + <summary class="collapsibleField">Details</summary> |
| 233 | + <div class="procPagesCollapsible"> |
| 234 | + I setup camera guided crowd navigation. Keeping the kids perpendicular to the camera as they turned & moved, |
| 235 | + <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. |
| 236 | + <br> |
| 237 | + <br> Also developing tools to orient heads, torsos, and legs to the camera as well. |
| 238 | + </div> |
| 239 | + </details> |
| 240 | + |
| 241 | + <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> |
| 242 | + <details> |
| 243 | + <summary class="collapsibleField">Details</summary> |
| 244 | + <div class="procPagesCollapsible"> |
| 245 | + I built dynamic Arm Inverse-Kinematics, having Agents hold steering wheels 10'n'2 while driving cars & buses, |
| 246 | + <br> Passengers to sit without legs in the ground, |
| 247 | + <br> |
| 248 | + <br> And co-developed a <span class="textNudge">Horse-&-Jockey</span> system; |
| 249 | + <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. |
| 250 | + </div> |
| 251 | + </details> |
236 | 252 |
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237 | | - <br><div class="ppamHBar"></div> |
| 253 | + |
| 254 | + <br> <div class="ppamHBar"></div> |
| 255 | + |
| 256 | + <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>; |
| 257 | + <br> We developed our own Houdini crowd tools & pipeline in-house for <span class="textName">Rio 2</span> & <span class="textName">Peanuts</span>. |
| 258 | + |
| 259 | + <br><br> <div class="ppamHBar"></div> |
238 | 260 |
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239 | 261 | <br>While working in <span class="textName">Crowds</span>, |
240 | | - <br> 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. |
| 262 | + <br> 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. |
241 | 263 |
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242 | 264 | <br> |
243 | | - <br>I wrote systems to understand the terrain and how to follow the flow of the ground, |
244 | | - <br> <span class="textItalic">(Hence why I like AI Development now.)</span> |
245 | | - <br> 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. |
246 | | - <br> While calculating the linear algebra to limit joint rotation in the neck to determine if the agent could look at their target or not. |
| 265 | + <br>I wrote systems to understand terrain; to follow the flow of the ground they walked, |
| 266 | + <br> <span class="textItalic textDehydrated">( Hence why I like AI Development now, <span class="textName">Training Optimization</span> )</span> |
| 267 | + <br> Multi-limb IK for the people & 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. |
| 268 | + <br> 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! |
| 269 | + |
| 270 | + <br><br> <div class="ppamHBar"></div> |
247 | 271 |
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248 | | - <br> |
249 | 272 | <br>One of the personality traits I gave the crowd agents was 'rudeness'; |
250 | 273 | <br> This allowed some agents to push past each other, while others would slow/stop and wait for them to pass. |
251 | | - <br> This gave the crowd a more natural feel, as if a few had "somewhere to be". |
| 274 | + <br> This gave the crowd a more natural feel, as if a few had "somewhere to be". |
252 | 275 |
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253 | 276 | <br> |
254 | 277 | <br>I could talk about the post-simulation joint editing & cycle shifting tools, or the IK heel offsets & foot locking; |
255 | 278 | <br> But I think I'll save that for another time. |
256 | 279 |
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257 | 280 | <br> |
258 | 281 | <br> |
259 | | - </div> |
| 282 | + </span></div> |
260 | 283 | </div></div></section></div><div class="procPagesInnerAfterBase procPagesInnerAfter"></div></div></div> |
261 | 284 | </div> |
262 | 285 |
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