“Rampage: a pipelined approach to managing large scale character driven effects”

  • ©Johnathan M Nixon and Sebastian H. Schmidt

  • ©Johnathan M Nixon and Sebastian H. Schmidt

  • ©Johnathan M Nixon and Sebastian H. Schmidt

  • ©Johnathan M Nixon and Sebastian H. Schmidt

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Entry Number: 80

Title:

    Rampage: a pipelined approach to managing large scale character driven effects

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Abstract:


    We present the workflow and methodology for managing large scale destruction and volumetric simulations within Weta Digital’s proprietary pipeline for the live action feature Rampage. Starting with character motion and a structurally accurate, highly detailed, geometric building model, we manage large asset dataflow, simulate and render rigid body destruction and generate multiple material volumetric events.

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Acknowledgements:


    The Atlas/Houdini bridge was built with the help of Weta Digital’s Production Engineering team, especially through the work of Sam Bui. The simulation workflow within Houdini was an evolution of the system built by Hartwell Durfor and the Destruction Domain FX Technical Directors at Weta Digital during concurrent work on Avengers: Infinity War and Maze Runner 3: The Death Cure.


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