Doug Vitarelli

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What is your name and your current occupation?
Doug Vitarelli. 3D animator at one of those big networks. Adjunct professor at NYU.
What are some of the crazier jobs you had before getting into animation?
I was a roustabout for the Big Apple Circus. Spent 2 summers travelling the northeast with some seriously interesting characters.
What are some of your favorite projects you’re proud to have been a part of?
I directed “The Buddy System”, a pilot that went nowhere but was a lot of fun to work on. Won a bunch of awards too. I was an animator on “Sonic Vision” an updated 70’s laser light show for the American Musuem of Natural Histoy’s Hayden Planetarium. Going into the theater and seeing your work projected in a dome was a ton of fun.
How did you become interested in animation?
In high school I was given “The Illusion of Life” for a Christmas present and finished reading it in 3 days. I was always Continue reading

Shaun “Ormagoden” Patterson

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What is your name and your current occupation?
My Name is Shaun “Ormagoden” Patterson and I am a 2D/3D Artist & Producer working for a small video games studio in Prince Edward Island Canada.

What are some of the crazier jobs you had before getting into animation?
I’ve had lots of different jobs from: Art directing an Indie film, Working as a window dresser for a major retail company and even directing live to air stock car racing for a local TV station.

What are some of your favorite projects you’re proud to have been a part of?
I just finished producing a game for a major brand in the states and that was a really cool experience. It fun any time you get to work with an established brand such as A&E TV shows and Six Flags.

How did you become interested in animation?
I have been an artist all my life and after realizing that Continue reading

Leo The Lion and the worst animation Netflix has to offer

 

AV Club has an interesting article up about the worst thing Netflix has to offer and if that clip above is any indication of what they have it’s pretty terrible. (Apologies to anyone who worked on it.)

“The streaming-video market is propped up by garbage,” Feldman admits, but Leo The Lion is something special. The film, the story of a vegetarian lion who escorts a group of animals to a lake filled with milk, is already a cult sensation of sorts on Tumblr, where users contribute to an ever-growing thread about the film’s many inconsistencies, mistakes, and baffling details. The strangest aspect of the film may be that the dubbed dialogue and songs do not match up with the subtitles at all. Feldman’s theory is that the subtitles are a literal translation of the original Italian script, while the dubbing has been more localized.

You can read the entire article here.

“Scarlett” by The Studio NYC

Scarlett is a short film depicting the inner struggle of a girl who lost a leg to Ewing Sarcoma, a bone cancer that occurs in mostly children. Amputation takes as much of an emotional toll as a physical one – especially for a child. We believe in the power of entertainment media to empower children through storytelling and role models. Visibility in media offers these children hope and a sense of belonging at a critical time where they may feel isolated by their medical condition.

A short film based on a true story that inspired a foundation.
scarlettcontraelcancer.com/give

Character animation technique produces realistic looking bends at joints

Bending of an elbow or a knee is common in most computer animations of human or animal figures, but current techniques often result in unwanted pinching or bulging near the joints. Disney Research has found a way to eliminate those artifacts even when the animation algorithm is running in real-time.

Jessica Hodgins, vice president at Disney Research, and Binh Huy Le, a post-doctoral researcher, were able to pre-compute an optimized center of rotation for each vertex in the character model, so those centers of rotation could be the basis for calculating how the skin around each joint is deformed as it is bent.

“It’s a very simple idea,” Hodgins said. “The pre-computation enabled us to significantly reduce the joint distortions that often plague these animations, preserving the volume of the skin surface around the joint. And this method can be dropped into the standard animation pipeline.”

Hodgins and Le will present their skeletal skinning method July 24 at the ACM International Conference on Computer Graphics & Interactive Techniques (SIGGRAPH) in Anaheim, Calif.

Computer animators will often use a virtual skeleton to control the pose of a character and then use a skinning algorithm to define the surface of the character. Two skinning methods, called linear blend skinning (LBS) and dual quaternion skinning (DQS), are widely used in computer game engines, virtual reality engines and in 3D animation software and have been the standard for more than ten years.

But both have difficulty with certain poses. When an elbow is flexed, for instance, LBS can cause a volume loss at the area around the joint, resulting in a crease resembling a bent cardboard tube. When the forearm is twisted, a similar volume loss results in an appearance similar to a twisted candy wrapper. DQS eliminates those problems of volume loss, but creates one of its own – a bulging of the joint.

Pre-computing the centers of rotation, by contrast, improves the ability to properly weight the influence of each bone in the joint on the skin deformation, Le said.

The result is that the volume losses of LBS and the bulging associated with DQS are minimized or eliminated.

The method uses the same setup as other skeletal-based skinning models, including LBS and DQS, so it can be seamlessly integrated into existing animation pipelines. The required inputs are just the rest pose model and the skinning weights that also are required by the existing algorithms. The method also can fully utilize current graphics hardware (GPUs).

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For more information and a video, visit the project web site at https://www.disneyresearch.com/publication/skinning-with-optimized-cors/.

About Disney Research

Disney Research is a network of research laboratories supporting The Walt Disney Company. Its purpose is to pursue scientific and technological innovation to advance the company’s broad media and entertainment efforts. Vice Presidents Jessica Hodgins and Markus Gross manage Disney Research facilities in Los Angeles, Pittsburgh and Zürich, and work closely with the Pixar and ILM research groups in the San Francisco Bay Area. Research topics include computer graphics, animation, video processing, computer vision, robotics, wireless & mobile computing, human-computer interaction, displays, behavioral economics, and machine learning.

Website: http://www.disneyresearch.com
Twitter: @DisneyResearch
Facebook: http://www.facebook.com/DisneyResearch