Er du animator, eller forsker du inden for animation og simulation af menneskelig bevægelse?
Arbejder du i en film- eller reklamevirksomhed og mangler opdatering på de sidste nye trends inden for karakteranimation?
Eller er du måske recruiter i spil- og filmbranchen?
Hvis du ønsker at netværke med nogle af de mest talentfulde DADIU-studerende fra vækstlaget inden for spil- og filmbranchen. Så tilmeld dig straks.
Du vil høre oplæg om nye metoder inden for realtids karakteranimation fra både danske og internationale virksomheder og forskere.
Blandt oplægsholderne er:
Og så holder vores computer vision-eksperter oplæg om den nyeste forskning og anvendelser:
|08:30 – 09.00||Morgenbrød og registrering|
|09:00 – 09.15||Velkomst|
|09.15 – 10.15||
Intuitive motion capture tools for indies and people on a budget
Motion capture tools used to be very expensive, static and hard to use. In Rokoko we want to change that, so everybody involved in creative processes would be able to utilize the power of realistic animation created with motion capture for 3D games and/or animation content. In this talk, we will walk through how two of our tools, The Smartsuit Pro, and Motion Library work, and demonstrate how they can be used to create a rapid result for creatives and developers on a budget. Moreover, we will tell about our journey leading us to create the two products
Niels Christian Konrad Nielsen og Matias Søndergaard, Rokoko
|10.15 – 11.00||
Identifying the challenges of tomorrow's film and game production tools
Predicting the future is a hard task. Using those predictions to pave the way for companies to stay on top of the technological developments is even harder.
Morten Pol Engell-Nørregård, Alexandra Instituttet
|11.00 – 11.15||Kaffepause|
|11.15 – 12.15||
State of the art animation and rigging tools for VFX and Feature animation
Quality and complexity in film productions are constantly increasing, demanding more from artists and the technology supporting them. Quick turnarounds have become a normal workflow for modern productions, making real time a critical feature for any production tool. Games technology presents a great source to learn from and will definitely play a big role in the evolution of film workflows. In this talk I would like to present the state of the art in technology for rigging and animation, which strategies are being used in big studios to improve their animation workflows, and the path the industry might be following in the coming years.
Chus Rodriguez Nieto, Double Negative
|12.15 – 13.30||Frokost|
|13.30 – 14.30||
First Steps in Building an Animation Runtime and Pipeline
Since 2012 all Hitman games have been running using a modified version of Morpheme, the animation middleware. Unfortunately NaturalMotion stopped licensing their technology last year, leaving us on a dead end track. Luckily new approaches to runtime animation have emerged and matured recently. These techniques achieve better visual results than blend trees and state machines, while at the same time reducing the complexity and the amount of manual work to setup the animation graphs used in games. Pushed by the circumstances and armed with a strong belief in these new techniques we've started a journey to build from the ground up a new runtime and pipeline for animation to be used for all our future games. This talk details our efforts and learning so far and discusses practical aspects of building the foundation of an animation system.
Maurizio De Pascale, IO Interactive
|14.30 – 15.00||Kaffepause|
|15.00 – 16.00||
High Quality Real-Time Motion Synthesis and Character Control
In order to create high-quality character animation conventional animation systems require a large amount of individual animation clips to get organized into hand-crafted blend-trees and state-machines.
This presentation will introduce a novel high quality real-time motion synthesizer and a new concept for character control that allows precise specification of the character movement, constraints and goals. The motion synthesizer does not rely on any superimposed structure like state machines or blend trees and produces high quality results required for games while leaving full control of the look and feel in the hands of animators and gameplay programmers. We will be showcasing complex navigation, parkour and free climbing to demonstrate the general applicability of this system for AAA character motion synthesis.
We will also describe the character control system in detail which allows the motion synthesizer to generate the corresponding poses. Usually gameplay code is required to explicitly send state changes and update blend weights in order to synchronize the gameplay state machine with the animation graph. In contrast to this approach our control system describes the desired movement of the character as part of the gameplay logic while the underlying synthesizer provides the appropriate poses on a frame-by-frame basis.
Michael Buttner, Unity 3D
|16.00 – 16.30||Afrunding|
Konferencen holdes på engelsk.
DADIU og Alexandra Instituttet i samarbejde med Univate og KU PLUS – Søndre Campus’ Innovation Hub
Alexandra Instituttet har indgået en kommerciel samarbejdsaftale med DADIU, hvor vores grafik- og computerspilseksperter, Magnus Koch og Morten Pol Engell-Nørregård, coacher og superviserer den næste generation af spilprogrammører til at kunne bruge de sidste nye teknikker inden for datadrevet karakteranimation.
Det er en opgave, de løser i tæt samarbejde med Datalogisk Institut, Københavns Universitet, og hvor der trækkes på den viden, Alexandra Instituttet har opbygget i en årrække i samarbejde med danske virksomheder og med midler fra Innovationsfonden.