~/talk

VFX Workflow for Real-Time Production with Photogrammetry, Alembic, and Unity

Talkat SIGGRAPH 2018 · 2018-08-12..08-16· [creative-coding]
slides:none on file

Oats Studios rebuilds VFX into a real‑time Unity pipeline using photogrammetry (about 30,000 photos per environment), RealityCapture, Marvelous Designer, die4d facial scans, and Alembic caches; the pre‑Unity source is ~5 TB of source assets and the playable build is ~real‑time 4GB executable. Custom work adds Alembic interpolation and motion vectors so cloth/heads blend and motion blur work; faces layer Alembic + tessellation + animated normal maps with custom eye shaders. Pipeline runs in real time for a 25‑person team; translucency and a few depth issues remain.

AI-written summary · about

  1. 0:00Introduction to Oats Studio
  2. 1:36Atom Project Overview
  3. 3:24World Building and Assets
  4. 5:15Character Creation
  5. 7:16Material Scanning and Dev
  6. 9:06Animation and Mocap
  7. 11:43Unity Scene Organization
  8. 13:41Timeline and Automation
  9. 16:57Virtual Camera and Lighting
  10. 19:11Scene Lighting and FX
  11. 21:24Character Effects and Vfx
  12. 24:27Results and Workflow
  13. 27:36Unity Scene Demonstration
  14. 30:40Rendering and Decals
  15. 33:08Advanced Asset Management
  16. 37:40Technical Tools Walkthrough
  17. 41:10Scene Config and Pipeline
  18. 44:02Q&A and Closing
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