Luca Fascione
Most Recent Affiliation(s):
- W?t? FX
Location:
- Wellington, New Zealand
Bio:
SIGGRAPH 2018
Luca Fascione is Senior Head of Technology & Research at Weta Digital, where he oversees Weta?s core R&D efforts including Simulation and Rendering Research, Software Engineering and Production Engineering. He is the lead architect of Weta Digital?s next-generation renderer, Manuka, which is the culmination of a three-year research endeavour involving over 40 researchers. Luca joined Weta Digital in 2004 and has also worked for Pixar Animation Studios. Luca was recently recognized with a Scientific and Engineering award from the Academy of Motion Pictures for his work on FACETS, Weta?s facial motion capture system.
SIGGRAPH 2015
Luca Fascione is Head of Rendering Research at Weta Digital, where he leads the activity of research around rendering algorithms and material modeling. He joined Weta in 2004 and has also worked for Pixar Animation Studios. The rendering group?s software?including PantaRay and Manuka?has been supporting the realization of large-scale productions such as Avatar, The Adventures of Tintin, the Planet of the Apes films and the Hobbit trilogy.??
SIGGRAPH 2014
Luca Fascione is Head of Rendering Research at Weta digital, where he leads the activity of research around rendering algorithms and material modeling. He joined Weta in 2004 and has also worked for Pixar Animation Studios. The rendering group?s software, including PantaRay and Manuka, has been supporting the realization of large scale productions such as Avatar, The Adventures of Tintin, the Planet of the Apes films and the Hobbit trilogy.??
SIGGRAPH 2010
Luca Fascione is the Rendering Research Lead at Weta Digital in New Zealand. He has been at Weta since 2003, working on movies such as King Kong and Avatar. He previously worked at Pixar Animation Studios and gave lectures in the courses Computer Graphics and Rendering Languages at the University of Rome.??
Course Organizer:
- SIGGRAPH 2017, "Path Tracing in Production - Part 1: Production Renderers"
- SIGGRAPH 2017, "Path Tracing in Production - Part 2: Making Movies"
- SIGGRAPH 2018, "Path tracing in Production"
- SIGGRAPH 2019, "Path Tracing in Production Part 1"
- SIGGRAPH 2019, "PathTracing in Production Part 2"
Learning Category: Presentation(s):
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