“Advances for Digital Humans in VFX Production at Goodbye Kansas Studios” by Haapaoja and Klintberg

  • ©Rasmus Haapaoja and Josefine Klintberg



Entry Number: 16


    Advances for Digital Humans in VFX Production at Goodbye Kansas Studios



    Digital humans and digital doubles are core products at Goodbye Kansas Studios and in order to further improve their quality and related workflows, a number of new tools have been developed and integrated into our existing pipeline.

    This talk will cover some of these implementations, such as an offline generation of blendshapes based on facial scans, our take on the sticky lips problem and an efficient implementation of render time dynamic skin microstructure. Furthermore, we look into future usages and how Universal Scene Description (USD) [Pixar Animation Studios 2021] can serve as a helpful tool for facial rigs.


    Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbič, Hao Li, Abhijeet Ghosh, and Paul Debevec. 2015. Skin Microstructure Deformation with Displacement Map Convolution. ACM Trans. Graph. 34, 4, Article 109 (jul 2015), 10 pages. https://doi.org/10.1145/2766894Google ScholarDigital Library
    Pixar Animation Studios. 2021. Universal Scene Description. Pixar Animation Studios. https://graphics.pixar.com/usd/release/index.htmlAccessed: 2022-02-14.Google Scholar
    Yeongho Seol, Wan-Chun Ma, and J. P. Lewis. 2016. Creating an Actor-Specific Facial Rig from Performance Capture. In Proceedings of the 2016 Symposium on Digital Production (Anaheim, California) (DigiPro ’16). Association for Computing Machinery, New York, NY, USA, 13–17. https://doi.org/10.1145/2947688.2947693Google ScholarDigital Library

ACM Digital Library Publication:

Overview Page: