With the promise of greater processing
power comes the expectation of a new kind
of player experience that demands more realistic and compelling
characters. This
program brings together top researchers and developers to
explore the state of the
art in all aspects of creating better characters and their
behaviors. Extensive Q&A and
peer discussion ensure attendees can hone in on issues relevant
to their own projects.
November 30, 2004
Character
Rendering Techniques
We look at the advanced techniques
and algorithms necessary for taking the next step
in realistic character rendering. Topics include:
Hair Rendering
9:15 AM to 10:15 AM (1 hour)
Overview of state of the art in hair rendering.
Modeling for hair (procedural, integrated with secondary dynamics)
Skin Rendering
10:30 AM to 11:30 AM (1 hour)
Subsurface scattering, self-shadowing,
Global Illumination state of the art in
visual effects and games
Digital Actor Creation
11:30 AM to 12:30 AM (1 hour)
Creation and rendering of digital 3D actors
Speakers include:
Christophe Hery, Industrial Light & Magic
George Borshukov, EA
Tae-Yong Kim, Rhythm and Hues Studios
Catered Lunch and Networking Time
12:30 AM to 1:30 PM (1 hour)
Real-Time rendering of complex characters with modern display hardware
1:30 AM to 2:30 PM (1 hour)
Skin Rendering.
Softening shadows
Subsurface scattering
Hair rendering techniques
Advances in Skinning
2:30 AM to 3:30 PM (1 hour)
Beyond rigid and blend weights.
Physical based skin, muscle,
and fat layer systems.
Pose space and example based
advanced shader techniques.
Character Animation Techniques
In the afternoon, we turn to the techniques needed to make
characters move and perform interactively in real-time environments.
Advanced Animation Blending Techniques
3:45 PM to 6:45 PM (3 hours)
Simple techniques for motion blending are well known to most
programmers. Unfortunately, when a variety of motions are
played on a several different body types and different speeds,
things get much more complicated. This section will explore
in depth: layered animation including partial body overlays,
integrating kinematic and dynamic systems with keyframe
animation, bone matching and registering techniques, non-linear
and multi-dimensional blends, and animation level of detail
techniques.
Speakers include:
Michael Gleicher, Univ. of Wisconsin, Madison
Lucas Kovar, Univ. of Wisconsin, Madison
Jason Mitchell, ATI
Brett Bourbin, High Voltage Software
Catered Dinner with Specific Topic Tables
December 1, 2004
Once you have your pretty character moving well, you face
the challenge of making it react dynamically to the world
around it. These sessions look at making our characters
aware of the world around them and enabling them to respond
to it. Topics include:
High performance Animation and kinematic techniques
9:15 AM to 10:45 PM (1.5 hours)
We apply and build on the techniques presented in the previous afternoon sessions
with a focus on optimizing animation and kinematic techniques for high performance games.
Interaction between Character and World
11:15 AM to 12:30 AM (2 hours)
Catered Lunch and Networking Time
12:30 PM to 2:00 PM (1.5 hours)
Secondary Animation
1:30 PM to 2:30 AM (1 hour)
Scholarship Presentation
2:30 PM to 3:30 PM (1 hour)
Our scholarship winner will give a short presentation on his work with character dynamics.
Followed by a group discussion.
AI Perception/Action cycle
4:00 PM to 6:00 PM (2 hours)
AI and dynamic behavior techniques for adding additional reactions and life to physical simulations.
Speakers include:
Tom Forsyth, RAD Game Tools
David Wu, Pseudo Interactive
Torsten Reil, Natural Motion
Tae-Yong Kim, Rhythm and Hues Studios
The topics details and abstracts are being finalized and there are other speakers to be announced!
Check back and sign up for the mailing list to keep informed of new details.
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