“Ruby: The DoubleCross” by Dorrington
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Conference:
- SIGGRAPH 2004 More animation videos from SIGGRAPH 2004:
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SIGGRAPH Video Review:
Track:
- 08
Title:
- Ruby: The DoubleCross
Length:
- 1:40
Director(s):
Company / Institution / Agency:
- ATI Research
Description:
Through motion-captured animation, depth of field, realistic image-based lighting and dynamic shadows, “The DoubleCross” borrows heavily from both gaming and movie genres to create a compelling demo that further raises the expectations for real-time graphics.
In making “The DoubleCross,” the real-time expertise of ATI’s demo team was combined with the creative and artistic talents of RhinoFxto create characters, environments, and a story that was visually and emotionally appealing while demonstrating the real-time program-mable graphics capabilities of ATI’s latest hardware.
“The DoubleCross” introduces the near-future world of ATI’s Ruby And her arch enemy Optico. In an action-packed minute and 40 seconds, Ruby has to outwit the cunning Optico as he attempts to cheat on an exchange. Ruby has to use her wits and battle Optico’sNinja henchmen. In an explosive ending, Ruby escapes, leavingOptico vowing revenge.
Hardware:
HARDWARE: PC 3 GHz CPU, 512 MB RAM. Hardware rendering was used for
final renders. Graphics card: ATI RADEON X800 and ATI Fire GL.
Software:
SOFTWARE DEVELOPER: Modeling and animation: Maya 5.01. Rendering: ATI Sushi Demo
Engine 2.0. Additional software: Motion Building (mocap), ATI’s
Normal Mapper. Custom software: workflow and asset management
software, Sushi Demo Engine, Maya plug-ins, RenderMonkey,
Normal Mapper tools. OS: Linux Redhat 9 (for Maya), Windows XP
(for Runtime).
Additional Contributors:
Producer: ATI and Rhinofx
Lead Programmer: David Gosselin
Lead Artist: Eli Turner
Programming/Shader Programming: Alex Vlachos, Christopher Oat, Jason L. Mitchell, Natasha Tatarchuk, Pedro Sander, Thorsten Scheuermann
Additional Engine Programming: Chris Brennan, John Isidoro
Production: Callan McInally, Stephen Smith
RHINOFX TEAM
Senior Executive Producer/Partner: Rick Waggonheim
Senior Executive Producer: Camille Geier
Senior Producer: Karen Bianca
Story & Concepts: Harry Dorrington, David Zung
Storyboarding/Visualization: David Zung, Ji Yoon
Lead Animator: Jeff Guerrero
Technical Consultant & Animation: David Barosin
Animator/Modeler: Dan Vislocky
Lead Lighter & Project Lead: Joe Burrascano
Texture Artist/Lighter: Chimin Yang, Ido Kalir
Lighter: Natalia Senko
Shader/Texture Artist: Dylan Maxwell
Texture Artist: Martin Boksar
Modelers: Paul Liaw: John Velazquez, Shin Kull
3D Artist: Michael Ware
Shader/Texture Artist: Dylan Maxwell
Technical Animation/Dynamics: Ji Yoon
Technical Director: Jesse Clemens
Compositor/Graphics: Guy Atzman
Editor/Compositor: Marc Steinberg
Software Development: Jim Callahan
Systems Engineer: Paul Tsung
Photoshop Artists/Graphics: Chris Green
Motion Capture Production Manager: Kristen Ames
Motion Capture Company: Perspective Studios
Motion Capture Stunt Actors: Declan Mulvey
Andre “Chyna” McCoy: Casey Eastlick
Fight Coordinator: Declan Mulvey
Voice and Stunt: Wendy Litwack Casting
Voice Talent: Marlyne Afflack, Chris Phillips
Music House: Amber Music New York/LA
Music Producer: Kate Gibson
Music: Will Richter
Music Sound Design: Bill Chesley
Voice Record/Mix: Tonic New York
Sound Engineer: Jody Nazarro
Additional Information:
PRODUCTION
Modeling: polygons. Motion capture blended with keyframe animation. Rendering technique used most: real-time rendering using ATI’s in-house demo engine. Average CPU time for rendering per frame: average of 40 frames per second. Total production time:approximately 300 days. Production highlight: New real-time tech-niques for rendering hair, skin, and depth of field were developed for this demo.