“The Ocean and Water Pipeline of Disney’s Moana”

  • ©Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel

  • ©Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel

  • ©Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel

  • ©Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel

  • ©Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel

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Entry Number: 29

Title:

    The Ocean and Water Pipeline of Disney’s Moana

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Abstract:


    Disney’s Moana was the largest and most complex water project the studio had ever undertaken. Over 900 shots required ocean interaction, which included boat wakes, splashes, shorelines, walls of water, and highly art-directed sentient water. Our previous films’ water techniques would not scale to address the complexity and volume of work required by Moana and staffing and time constraints necessitated automating large parts of the process. We redesigned our pipeline to provide a flexible authoring process for a lightweight implicit ocean representation. This new workflow allowed artists to visualize and edit specific parts of the water setup and easily share their updates with other departments.

References:


    Paolo Cignoni, Fabio Ganovelli, Claudio Montani, and Roberto Scopigno. 2000. Reconstruction of topologically correct and adaptive trilinear isosurfaces. Computers & Graphics 24, 3 (2000), 399–418. Google ScholarCross Ref
    Jonathan Garcia, Sara Drakeley, Sean Palmer, Erin Ramos, David Hutchins, Ralf Habel, and Alexey Stomakhin. 2016. Rigging the Oceans of Disney’s “Moana”. In SIGGRAPH ASIA 2016 Technical Briefs (SA ’16). ACM, New York, NY, USA, Article 30, 4 pages. Google ScholarDigital Library
    Christopher J. Horvath. 2015. Empirical Directional Wave Spectra for Computer Graphics. In Proceedings of the 2015 Symposium on Digital Production (DigiPro ’15). ACM, New York, NY, USA, 29–39. Google ScholarDigital Library
    Jerry Tessendorf. 2004. Simulating Ocean Surfaces. In ACM SIGGRAPH 2004 Course Notes (SIGGRAPH ’04). ACM, New York, NY, USA, Article 32.

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