“Building an Animation Pipeline for VR Stories”

  • ©Bruna Berford, Carlos Diaz-Padron, Terry Kaleas, Irem Oz, and Devon Penney

  • ©Bruna Berford, Carlos Diaz-Padron, Terry Kaleas, Irem Oz, and Devon Penney

Conference:


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Entry Number: 64

Title:

    Building an Animation Pipeline for VR Stories

Presenter(s)/Author(s):



Abstract:


    Penrose Studios is an animation studio that produces content for VR and AR devices. There are a multitude of fascinating new artistic challenges facing animators and directors creating this type of content, such as animating without a fixed camera and very few cuts. Studios currently leverage existing animation and production tools to create content rendered in real time. However, this new medium is hampered by traditional processes that greatly reduce artist productivity and creativity. For instance, animating in traditional third party tools and importing into VR often leads to unexpected results, which results in a suboptimal iteration loop. We present a variety of tools that improve the traditional animation pipeline to address these issues and reduce the frequency of context switches between virtual reality and 2D monitors. The result is a toolset where artists feel empowered to explore animation in this new art form without being crippled by inefficient workflows.

References:


    Eric Darnell and Michael Hutchinson. 2016. Invasion!: Exploring Empathy and Agency in VR. In ACM SIGGRAPH 2016 VR Village (SIGGRAPH ’16). ACM, New York, NY, USA, Article 10, 2 pages. Google ScholarDigital Library
    Leslie Lamport. 1978. Time, Clocks, and the Ordering of Events in a Distributed System. Commun. ACM 21, 7 (July 1978), 558–565. Google ScholarDigital Library
    Devon Penney. 2016. Volumetric Clouds in the VR Movie, Allumette. In Proceedings of the 2016 Symposium on Digital Production (DigiPro ’16). ACM, New York, NY, USA, 61–64. Google ScholarDigital Library
    Inigo Quilez. 2016. Quill: VR Drawing in the Production of Oculus Story Studio’s New Movie. In ACM SIGGRAPH 2016 Real-Time Live! (SIGGRAPH ’16). ACM, New York, NY, USA, Article 41, 1 pages. Google ScholarDigital Library
    Ken Xu and Damian Campeanuy. 2014. Houdini Engine: Evolution Towards a Procedural Pipeline. In Proceedings of the Fourth Symposium on Digital Production (DigiPro ’14). ACM, New York, NY, USA, 13–18.

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