TITLE GENESIS
GLOBALLY CONNECTED LOCATIONS • More than 2500 artists and production crew, connected and networked through a global production pipeline. MPC London MPC Vancouver MPC Montréal MPC Los Angeles MPC Bangalore
SOME OF OUR PREVIOUS WORK •
SOME OF OUR WORK FOR 2017
ACADEMY AWARD WINNERS 2017
technicolor.com
GENESIS • 1 year of development • Used successfully on two film productions • Built on top of Unity • Modular • Distributed • Multi-user
CINE VFX • Bridge the gap between Unity and VFX • Hybrid rasterization + Ray Tracing • Advanced camera effects • Area Lights • Renderman material matching
GENESIS EDITOR
VIRTUAL PRODUCTION • Realtime rendering as tool for film making • Multi user collaboration • Everything is live and can be manipulated • Live performance capture • AR / VR enabled • Encoded devices
BLOCKING SCOUT
MOCAP SHOOT
VIRTUAL CAMERA
PIPELINE • USD: scenes and materials • FBX: for models, rigs and animations • JSON for everything else • Shader library: mapping by shader type • Unity USD SDK by Tiltbrush Team
DISTRIBUTED SYSTEM • Request / Reply with WFT as server • WFT defines roles • WFT as remote controller WFT • Heterogeneous system • Diversity of rendering targets
MULTI USER • RabbitMQ • TCP: cannot drop packets • Topic exchange (pub / sub) • Different message streams • Subscribe to streams, with filtering • Only need IP of RabbitMQ server • Diagnostics
SYNC OBJECTS • Property changes in editor get automatically synchronized • An object becomes active when selected • UUID identifies item to update • Need to manage authority • Sender ID in message header: can filter own messages
COMMANDS API • Everything else get executed via commands • Commands get put in a queue and executed with different strategies (i.e. one per frame) • Listeners on the queue can send any enqueued message over the network • Can have different queues with different strategies • Appy time-stamp to all command messages for establishing order of execution
REALTIME RENDERING • Previs assets (lighter than VFX) • Preview final animations • High instance count • High quality lighting • Good approximation of final look • Realistic camera effects
HIGH INSTANCE COUNT • Typically between 2k – 20k instances • Everything is live and dynamic, cannot bake or merge • CPU is bottleneck (culling and LODs) • Custom scene management • Aggressive batching • Hierarchical culling + GPU culling • LOD for entire groups • Good candidate for Multi Draw Indirect
VOXEL BASED GI “Interactive Indirect Illumination Using Voxel Cone Tracing” Crassin, Neiret, Sainz, Green, Eisemann
“Accurate Analytic Approximations For Real Time Specular Area Lighting” P. Lecoq, G. Sourimant, J. Marvie AREA LIGHTS
• https://github.com/ArthurBrussee/Vapor • Integrated with Area Lights VOLUMETRIC LIGHTING
AMBIENT OCCLUSION
MOTION BLUR
DEPTH OF FIELD
RENDERMAN MATERIALS MATCHING
FINAL ANIMATIONS • Full VFX characters (500k+ poly) • Cached animations with full deformation • DirectX friendly format • Data compression • Predictive background loading • Auto simplification
MOTION CAPTURE • Multiple live actors • Body and face with live preview in engine • Mobu + Dynamixyz • Proprietary app for network stream sync
ENCODED HW DEVICES • Diverse hw devices sending signals • Can combine multiple devices • Usually for cameras • Evaluate camera rigs in proprietary app • Streaming final camera xform to engine
RECORDING • Apply timecode to everything • SDI capture of Unity output • Record all network messages • Record animations outside the engine • Can playback history to new joiners
FUTURE WORK • Full USD pipeline • Fully portable looks (MaterialX, MDL, …) • Custom Unity Scene Graph to manage USD stage • Rendering optimizations • Raytracing (even as nearly-interactive)
THE ADVENTURE IS ABOUT TO BEGIN… WE’RE HIRING! We’re keen to talk to artists across APPLY AT all disciplines and at all levels for www.moving-picture.com vacancies at our studios in London, OR EMAIL Montreal, Vancouver, Bangalore recruitment@moving-picture.com and Montreal.
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