Using recent work with Spotify as a case study, we'll cover USD at a variety of levels. From an artist-friendly intro to a behind-the-scenes look at production files, you'll walk away with a great overview of how USD has transformed our pipeline at Ingenuity Studios.
Grant Miller brings a deep level of technical and artistic acumen to his role as Partner and Visual Effects Supervisor at Ingenuity Studios. He oversees the studio's 3D, FX, and Pipeline teams, ensuring that final results meet the exacting demands of sophisticated clients. As such, Grant works closely with directors and creative decision-makers, including during the preproduction phase and for on-set supervision, to ensure a seamless collaboration, and the quickest path to the highest quality results.
Over the years, Grant has provided visual effects supervision for a long list of notable clients, including music videos for such iconic artists as Taylor Swift, Billie Eilish, and Lady Gaga; films such as Get Out and A Star is Born; episodic television shows such as Penny Dreadful, Runaways, and Away; and two Super Bowl commercials for Fox Sports. Grant got his start working in video games in 2007, a background that he pulls from as the industry moves toward real-time VFX.
Based in Los Angeles, Grant is a member of the Visual Effects Society. He received an Emmy Award for Outstanding Sports Promotional in 2017. He is frequently called upon to share insights at industry events and conferences.
The 2023 Open Source Days Virtual Town Hall Series features Academy Software Foundation projects sharing milestones and highlights from the past year, a look at what's to come, Q&A, and more.
OpenImageIO is a widely used open source library and utilities for manipulating digital image files. Learn more at github.com/OpenImageIO/oiio.
Speakers: OpenImageIO Technical Steering Committee members Daniel Greenstein, Sony Pictures Imageworks, and Larry Gritz, Sony Pictures Imageworks.
View all Virtual Town Halls and Open Source Days Main Program recordings on the @AcademySoftwareFoundation channel.
Best Practices When Developing and Releasing Open Source Tools - Jason van Gumster, Orange Turbine
Whether you're releasing your own software or contributing to an existing project, working with open source code can be tricky to do well. And in the traditionally proprietary environments of production studios, the challenges can get even more complex. However, it's not impossible. In fact, it's possible to do it really, really well and benefit from the same advantages of security, transparency, and immediacy that large enterprises have enjoyed by using open source tools and libraries as part of their infrastructure stacks. This presentation walks through a series of best practices that individuals and studios can use when working with open source code. We'll cover the commercialization of open source tools (what's really being sold; spoiler: it's not code), how to release code that's compliant with open source licenses like the GPL, and how to work with products that have mixed licensing. The talk also goes over the differences that exist when working on open source libraries as compared to open source applications. No prior experience with software licensing or software development is needed, but specific questions on those topics are always appreciated.
Submission video for Shading Rig: Dynamic Art-Directable Stylised Shading for 3D Characters
ACM Transactions on Graphics Vol. 40(5) October 2021
https://dl.acm.org/doi/10.1145/3461696
As seen on SIGGRAPH Real-Time Live 2021:
https://youtu.be/5VK_gGQC6KU?t=1121
Project page:
https://lohit.dev/ShadingRig
Lohit Petikam, Ken Anjyo, Taehyun Rhee
lohit.petikam@gmail.com
Computational Media Innovation Centre, Victoria University of Wellington
OLM Digital
This 2021 games reel highlights another year of outstanding work from game studios of all sizes, from Indie to AAA.
Want to learn more about how Houdini is used in games pipelines? Join us for the Houdini HIVE GameDev - July 7-8, 2021 - more info here: https://sidefx.co/2021-hive-gamedev
This year's contributors to the HOUDINI GAMES REEL include:
Blizzard Entertainment
CD Projekt Red
Counterplay Games
Darewise
FIFTYTWO
Get Up Games
Glass Bottom Games
Goofy Gamer
Heats Inc
Hillcrest Games Inc.
Insomniac Games
King / Activision
KLab Games
Moving Pieces Interactive
Ninja Theory
Penryn Games
People Can Fly / Square Enix
Pixel Reef
Playerium
Realtime
Sega
Sparx* A Virtuos Studio
The Agency of Wargaming
Ubisoft
Valve
VRBN Solutions
[SIGGRAPH 2022, Presentation Video ] “Egocentric Scene Reconstruction From an Omnidirectional Video,” Hyeonjoong Jang, Andréas Meuleman, Dahyun Kang, Donggun Kim, Christian Richardt, Min H. Kim, ACM Transactions on Graphics (TOG), 41(4), presented at SIGGRAPH 2022