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GenerativeArt—MadewithUnity
What’s ahead
for film and
animation with
Unity 2020
Mathieu Muller
Product Manager Film&TV, Unity
@the_f_key, @unity3d
3
Edmond (Miam! + Arteacts Studio, 2019)
4
3 years ago...
5
Previz on Disney Jungle Book (Disney, MPC, Digital Domain, 2015)
6
Ready Player One Virtual Production (Digital Domain, 2017)
7
Sonder trailer (2016)
8
Mr Carton (Tant Mieux Prod, 2017)
9
Adam (2016)
In the
meantime...
10
From demo to toolset
11
12
Adam Episode 2 (Oats, Neil Blomkamp, 2017)
13
Adam Episode 3 (Oats, Neil Blomkamp, 2017)
Pushing real-time
graphics
14
15
Book of the Dead (2018)
16
Lexus demo (Unity, 2018)
From toolset to production
17
18
Genesis Virtual production (MPC, 2018)
19
Sonder (2018)
Watch
Watch here:
https://vimeo.com/253571683
20
Sonder (Full movie – depuis hier!!!, 2018)
Watch
Watch here:
https://vimeo.com/253571683
21
Sonder (2018)
Watch
Watch here:
https://vimeo.com/253571683
Watch
130+ people, in 7+ countries of the world, mostly
volunteers
22
Timboo & Tuskar (VideoGyan, 2018)
https://www.youtube.com/watch?v=ImZBw2tA0JY&list=PLrIt3uECvxkpS93yaj85AFd4Vy4b0bRur&t=12s&index=7
23
Crow The Legend (Baobab, 2018)
24
Rainbow Crow, VR, Baobab (2018) Crow, The Legend, Baobab (2018) - Shot with VR assets in Unity
Crow The Legend (Baobab, 2018)
Scaling productions
25
26
Lion King – Disney 2019 (Virtual production by Magnopus + MPC)
Video from: Inside The Lion King's VFX - BBC Click on Youtube
27
Lion King – Disney 2019 (Virtual production by Magnopus + MPC)
Video from: Inside The Lion King's VFX - BBC Click on Youtube
28
Big Hero 6 - Baymax Dreams - Too many Baymaxes (Disney TV + Unity, 2018)
Treasure Trekkers (Bwater Animation) – 52x11min TV series (2018-2020)
30
Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019)
China Transylvania Irland
Kenia Arizona Sahara desert
Ness lake Fantasy forest Under the ocean
31
Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019)
32
Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019)
Democratizing animation
33
34
Little Mountain Animation – Norman’s Island (2019)
Internal
Demos
35
The butterfly Effect
BlackSmith
Adam
Book of the Dead
Lexus demo
The Heretic
BMW Real-time raytracing
Sherman
Jungle Book Previz
Mr Carton
Adam Episode 2
Adam Episode 3
Sonder
MPC Genesis
Heidi saison 2 (Studio 100)
Timboo & Tuskar
Baymax Dreams
Baobab Rainbow Crow
Disney Cycles
The Third Floor
Deltatre
Eurosport
DV Group
Miam! + Artefacts Studio
Wise Blue Studio
Gaumont Animation
Fauns
Atlas V
Umanimation
Big Company
Small
OnAnimation
The Mill
…
External
Productions
What we have
learned
36
3D Rendering for episodic
content: real-time
rendering is good enough
or better than offline +
compositing.*
37
*Depends on how much hair and fur!
Short by Sparx - Offline rendering (2018)
Short by Sparx - Real-time rendering (2018)
Working in smaller group,
gain in creativity and
productivity (eg: less need
of storyboard)
38
No happy accidents.
People always control
what they do because
they see what they
get.
39
Premier Festival de films temps-réels (Unite Los Angeles, 2018)
Real-time engine different
from offline. Learning
phase is necessary.
40
Exchange with DCC and
production pipeline are
critical, as well as
organizing team work.
41
Pipeline: Formats and
standards (USD,
MaterialX,
OpenSubDiv,...) are
converging but more work
needs to be done both on
Unity and studios side.
42
Many possibilities to
explore and develop in
productions (virtual
production, mocap, live,
controllers, AR Walls,
realtime raytracing,
photogrammetry...).
43
Passage (Theoriz, 2018) – AR Wall
Disney Miraculous Live chat (Big Company 2019)
Estimated productivity
gain: 2x
44
Collaborative & parallel workflow
PreProduction =
Production
Instant review and
iteration
Creative decisions even late in the project
Artists work in
context of the
film amd other
departments
• The production energy •
What we do
46
Vision
47
Bring Real-time to all creators from the CG offline world.
Who and what
48
Location based
entertainment
High end location based VR,
theme parks rides, and
derived home entertainment.
Animated films
Animated TV series, shorts,
and feature film.
VFX & Virtual
production
Previz, on-set previz, post-
viz, tech viz, AR walls, until
actual production and post
production.
Advertisement
Multi-channel marketing
content creation including VR,
installations, digital signage,
and web configurators
Broadcast
Broadcast overlays, virtual
studios, AR walls, OTT/
streaming apps
49
AA	
Animation
AAA	
Animation
All	CG	
users	can	
use	Unity!
Virtual	
production	/	
Location	based	
entertainment
Broadcast
VFX
Real-time	
Capture	(video,	
mocap,	camera,	
VR...)
Rendering	&	
Animation
Production	
PipelineDevelopment axis
XR
Infrastructure
Floating license, closed
network, Linux Unity
Editor on CentOS, Cloud
services
Pipeline
Integration with DCCs (roundtripping, live link,...),
python, asset management (eg: shotgun, Ftrack),
recorder, render passes, color pipeline, and formats
standards (eg: USD, MaterialX, OpenColorIO,
OpenTimelineIO,...), workflows for large teams,...
Graphics
Rendering to 11 (eg: Soft shadows, real-
time raytracing, high end post processing,
hair and fur, stacked lit shaders,...),
advanced camera (Cinemachine, physical
camera), HDRP VR
50
Animation
Advanced animation inside of Unity (free form
animation, custom deformers, all running with
ECS, new animation workflows,...), and
sequencing tool (Timeline)
Performance Capture
Plug any capture device
(mocap, virtual camera,...) and
record performances and re-
takes.
Video
Professional video IO (SDI, NDI,...),
advanced compositing (chroma key,
lens distorsion and calibration, node
based compositing,...)
6 pillars of development
Success in large scales
productions (eg: 500min)
51
Infrastructure
Floating license, closed
network, Linux Unity
Editor on CentOS, Cloud
services
Pipeline
Integration with DCCs (roundtripping, live link,...),
python, asset management (eg: shotgun, Ftrack),
recorder, render passes, color pipeline, and formats
standards (eg: USD, MaterialX, OpenColorIO,
OpenTimelineIO,...), workflows for large teams,...
Python + Shotgun in Unity (2019)
Continue to push graphics for more
ambitious visuals
52
Graphics
Rendering to 11 (eg: Soft shadows, motion
blur, real-time raytracing, high end post
processing, hair and fur, stacked lit shaders,
tissue, muscle, cloth simulation...),
advanced camera (Cinemachine, physical
camera), HDRP VR
Animation
Advanced animation inside of Unity (free form
animation, custom deformers, all running with
ECS, new animation workflows,...), and
sequencing tool (Timeline)
Unity Megacity demo (ECS demo)
Real-time raytracing
Fur
Virtual production
integrated to pipelines
53
Performance Capture
Plug any capture device
(mocap, virtual camera,...) and
record performances and re-
takes.
Video
Professional video IO (SDI, NDI,...),
advanced compositing (chroma key,
lens distorsion and calibration, node
based compositing,...)
Facial AR Remote
Digital Media Monarch Virtual production
DeckLink support
54
Our film
tech
today
55
Pipeline
MeshSync
(polygon mesh, blenshapes,
light, Camera, bones)
DCCs
(Maya, Max, Blender, Houdini, Motion Builder,
Substance, Photoshop,…)
FBX/USD/Alembic
roundtrip
(Mesh, Material, Stingray/Interactive
PBR material, Camera, Animation,
Custom attributes, Lights)
Video (+Encoding API in 2019.3-2020.1)
Image Sequence
Render passes (New in 2019.2!)
Audio Bakedown
PRODUCTION
PIPELINE
Python (2019.3)
Shotgun integration
(2019.3)
OpenTimelineIO
(EDL, XML.)
experimental 2019.3
Video editing -
Storyboard
(Premiere, Storyboard Pro,…)
56
Python (2019.3)
57
Shotgun (2019.3)
58
Asset Interop (FBX, Alembic, USD import & export)
Alembic Material Mapper (Film Toolbox Package)
FBX Exporter Package
59
Live Link = MeshSync
• Maya
• Max
• Motion
Builder
• Blender
• Modo
https://github.com/unity3d-
jp/MeshSync
60
Rendering / Recording
• Image sequence
• Video (mp4, WebM, custom
encoders in 2019.3, FFmpeg )
• AOVs / Render passes
• Audio
And…
GameObjects!
https://github.com/keijiro/FFmpegRecorder
Kaptajn Bimse (2019)
61
62
Editorial interop (private alpha)
Example of Editorial Pipeline in Unity
63
Sequence01 Sequence02
Shot10 Shot20 Shot30 Shot40
MEDIA01
Video
Snapshot
Real-time
Video Take03
Video Take02
Video Take01
Shot50EDITORIAL
Photography
REAL-TIME
MEDIA
Actors
Set, FX, Crowd,...
Actor1
Actor2, ...
Camera Anim
Dolly, crane,...
ACTOR1
PHOTOGRAPHY
ACTORS
Body Animation
Facial Animation
Cloth cache,...
BakedReal-time
64
Artists tools
Shading/ Lookdev
ProBuilder ProGrid
EditorXR
Modeling/
Blocking
Set
dressing Layout Rigging/
Animation Lighting/CompEditing VFX
ShaderGraph VFXGraphTimeline
Terrain Tools
Anime ToonShader
Polybrush
Custom textures
Cinemachine
Post processing
2D animation
Runtime rigging
65
Artists tools VFXGraph
66
Rendering (HDRP)
Materials
Lighting
● Advanced physical based materials
○ Standard
○ SSS (Disney or Gimenez)
○ Transluency
○ Distortion
○ Anisotropy
○ Irridescence
○ Coat
○ Fabric
○ Hair
● Stacklit
● Tessellation, Built-in Decal System
● Shader graph integration
Physical based lighting
● Physical camera
● Real-time physical Directional, Point, Spot, Line, and
Rectangle lights (Lumens, Lux, Color temperature,...)
Volumetric Lighting
● Volumetric shadows
● Density volumes
Shadows
● Soft shadows
● Area light shadows
● Shadow atlas texture size
● Light layers (WIP)
Indirect Lighting:
● Progressive lightmapper (Editor)
● GPU accelerated ray-tracing for Baked Lightmap (Preview)
● Optics denoiser
● Importance sampling
● Pre-computed real-time GI with Enlighten (to be deprecated)
● Mixed lighting (direct real-time, indirect baked)
● Light probes
● Real-time reflection probes
● Planar reflections
Transmission and Sub surface scattering
Iridescence
Decal
PCSS shadows VS regular closeup
Volumetric fog
Global illumination
Tools
● Volume framework
● Decals
● Shader Graph
● VFX Graph
● VFX Toolbox
● AOV API
Post processing
● Tonemapping / Colorgrading
● AO
● Bloom
● Depth of field
● Vignette
● ….
67
68
Sherman (Unity, 2019) =>
Full project available!
https://create.unity3d.com
/sherman-unity-for-linear-
animation
69
XR
Oculus Quest + URP
ARKit3
HDRP VR
Gloomy Eyes
70
71
Hero Dad – WiseBlue Studios (2019)
Vtubers sitcom: TV Tokyo’s Watanuki-san-chino
(2019)
72
https://www.animationmagazine.net/digital-media/tv-tokyos-animated-vtuber-sitcom-made-with-blackmagic-design/
Future
73
74
Improved and more standards support
75
76
Digital characters and performance capture
77
Augmented reality everywhere!
TV Virtual Sets, Virtual Actors Location
Based
Entertainment
Live Events
78
Roadmap
Convergence of Pipelines (“Hybridization”)
79
● Physical based shading, lighting, and physical camera
● Convergence of data and material formats (FBX, Alembic, USD, MDL, MaterialX, USDShade,…)
● Improvement and Standardization of real-time materials (Stacklit, GGX, Disney SSS)
● Real-time Raytracing
CHALLENGES:
● Large scenes, large number of triangles, large texture size
=> Hybrid pipeline (real-time and offline rendering)
Þ Data transformation pipeline
● Distributed teams, fast iterations, collaborative workflow
=> Cloud based production pipelines
Convergence of Distribution Platforms
80
● Google Stadia and Nvidia GeForce Now
Þ From buying hardware and installing games to Streaming Games!
● Streaming games vs Streaming Films?
=> Difference is a Game pad
● Netflix streaming games ? Steam streaming films? Or…
● 5G = Streaming anywhere
A New Entertainment Era
81
● Value is Consumption and User Acquisition, not # of sales
Þ New formats (short, long, interactive, asynchronous, social,…)
● Giants building differentiable catalogues
=> Need a lot more new IPs!
● Switching from linear to interactive is instantaneous
=> Natural transmedia
● Need for social entertainment
Þ VR, AR, LBE, Immersive Theatre
Questions?
More questions? Visit us on our booth!
Mathieu Muller
@the_f_key

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What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019

  • 1.
  • 2. GenerativeArt—MadewithUnity What’s ahead for film and animation with Unity 2020 Mathieu Muller Product Manager Film&TV, Unity @the_f_key, @unity3d
  • 3. 3 Edmond (Miam! + Arteacts Studio, 2019)
  • 5. 5 Previz on Disney Jungle Book (Disney, MPC, Digital Domain, 2015)
  • 6. 6 Ready Player One Virtual Production (Digital Domain, 2017)
  • 8. 8 Mr Carton (Tant Mieux Prod, 2017)
  • 11. From demo to toolset 11
  • 12. 12 Adam Episode 2 (Oats, Neil Blomkamp, 2017)
  • 13. 13 Adam Episode 3 (Oats, Neil Blomkamp, 2017)
  • 15. 15 Book of the Dead (2018)
  • 17. From toolset to production 17
  • 20. 20 Sonder (Full movie – depuis hier!!!, 2018) Watch Watch here: https://vimeo.com/253571683
  • 21. 21 Sonder (2018) Watch Watch here: https://vimeo.com/253571683 Watch 130+ people, in 7+ countries of the world, mostly volunteers
  • 22. 22 Timboo & Tuskar (VideoGyan, 2018) https://www.youtube.com/watch?v=ImZBw2tA0JY&list=PLrIt3uECvxkpS93yaj85AFd4Vy4b0bRur&t=12s&index=7
  • 23. 23 Crow The Legend (Baobab, 2018)
  • 24. 24 Rainbow Crow, VR, Baobab (2018) Crow, The Legend, Baobab (2018) - Shot with VR assets in Unity Crow The Legend (Baobab, 2018)
  • 26. 26 Lion King – Disney 2019 (Virtual production by Magnopus + MPC) Video from: Inside The Lion King's VFX - BBC Click on Youtube
  • 27. 27 Lion King – Disney 2019 (Virtual production by Magnopus + MPC) Video from: Inside The Lion King's VFX - BBC Click on Youtube
  • 28. 28 Big Hero 6 - Baymax Dreams - Too many Baymaxes (Disney TV + Unity, 2018)
  • 29. Treasure Trekkers (Bwater Animation) – 52x11min TV series (2018-2020)
  • 30. 30 Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019) China Transylvania Irland Kenia Arizona Sahara desert Ness lake Fantasy forest Under the ocean
  • 31. 31 Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019)
  • 32. 32 Treasure Trekkers (Bwater) – 52x11min TV series (2018-2019)
  • 34. 34 Little Mountain Animation – Norman’s Island (2019)
  • 35. Internal Demos 35 The butterfly Effect BlackSmith Adam Book of the Dead Lexus demo The Heretic BMW Real-time raytracing Sherman Jungle Book Previz Mr Carton Adam Episode 2 Adam Episode 3 Sonder MPC Genesis Heidi saison 2 (Studio 100) Timboo & Tuskar Baymax Dreams Baobab Rainbow Crow Disney Cycles The Third Floor Deltatre Eurosport DV Group Miam! + Artefacts Studio Wise Blue Studio Gaumont Animation Fauns Atlas V Umanimation Big Company Small OnAnimation The Mill … External Productions
  • 37. 3D Rendering for episodic content: real-time rendering is good enough or better than offline + compositing.* 37 *Depends on how much hair and fur! Short by Sparx - Offline rendering (2018) Short by Sparx - Real-time rendering (2018)
  • 38. Working in smaller group, gain in creativity and productivity (eg: less need of storyboard) 38
  • 39. No happy accidents. People always control what they do because they see what they get. 39 Premier Festival de films temps-réels (Unite Los Angeles, 2018)
  • 40. Real-time engine different from offline. Learning phase is necessary. 40
  • 41. Exchange with DCC and production pipeline are critical, as well as organizing team work. 41
  • 42. Pipeline: Formats and standards (USD, MaterialX, OpenSubDiv,...) are converging but more work needs to be done both on Unity and studios side. 42
  • 43. Many possibilities to explore and develop in productions (virtual production, mocap, live, controllers, AR Walls, realtime raytracing, photogrammetry...). 43 Passage (Theoriz, 2018) – AR Wall Disney Miraculous Live chat (Big Company 2019)
  • 44. Estimated productivity gain: 2x 44 Collaborative & parallel workflow PreProduction = Production Instant review and iteration Creative decisions even late in the project Artists work in context of the film amd other departments
  • 45. • The production energy •
  • 47. Vision 47 Bring Real-time to all creators from the CG offline world.
  • 48. Who and what 48 Location based entertainment High end location based VR, theme parks rides, and derived home entertainment. Animated films Animated TV series, shorts, and feature film. VFX & Virtual production Previz, on-set previz, post- viz, tech viz, AR walls, until actual production and post production. Advertisement Multi-channel marketing content creation including VR, installations, digital signage, and web configurators Broadcast Broadcast overlays, virtual studios, AR walls, OTT/ streaming apps
  • 50. Infrastructure Floating license, closed network, Linux Unity Editor on CentOS, Cloud services Pipeline Integration with DCCs (roundtripping, live link,...), python, asset management (eg: shotgun, Ftrack), recorder, render passes, color pipeline, and formats standards (eg: USD, MaterialX, OpenColorIO, OpenTimelineIO,...), workflows for large teams,... Graphics Rendering to 11 (eg: Soft shadows, real- time raytracing, high end post processing, hair and fur, stacked lit shaders,...), advanced camera (Cinemachine, physical camera), HDRP VR 50 Animation Advanced animation inside of Unity (free form animation, custom deformers, all running with ECS, new animation workflows,...), and sequencing tool (Timeline) Performance Capture Plug any capture device (mocap, virtual camera,...) and record performances and re- takes. Video Professional video IO (SDI, NDI,...), advanced compositing (chroma key, lens distorsion and calibration, node based compositing,...) 6 pillars of development
  • 51. Success in large scales productions (eg: 500min) 51 Infrastructure Floating license, closed network, Linux Unity Editor on CentOS, Cloud services Pipeline Integration with DCCs (roundtripping, live link,...), python, asset management (eg: shotgun, Ftrack), recorder, render passes, color pipeline, and formats standards (eg: USD, MaterialX, OpenColorIO, OpenTimelineIO,...), workflows for large teams,... Python + Shotgun in Unity (2019)
  • 52. Continue to push graphics for more ambitious visuals 52 Graphics Rendering to 11 (eg: Soft shadows, motion blur, real-time raytracing, high end post processing, hair and fur, stacked lit shaders, tissue, muscle, cloth simulation...), advanced camera (Cinemachine, physical camera), HDRP VR Animation Advanced animation inside of Unity (free form animation, custom deformers, all running with ECS, new animation workflows,...), and sequencing tool (Timeline) Unity Megacity demo (ECS demo) Real-time raytracing Fur
  • 53. Virtual production integrated to pipelines 53 Performance Capture Plug any capture device (mocap, virtual camera,...) and record performances and re- takes. Video Professional video IO (SDI, NDI,...), advanced compositing (chroma key, lens distorsion and calibration, node based compositing,...) Facial AR Remote Digital Media Monarch Virtual production DeckLink support
  • 55. 55 Pipeline MeshSync (polygon mesh, blenshapes, light, Camera, bones) DCCs (Maya, Max, Blender, Houdini, Motion Builder, Substance, Photoshop,…) FBX/USD/Alembic roundtrip (Mesh, Material, Stingray/Interactive PBR material, Camera, Animation, Custom attributes, Lights) Video (+Encoding API in 2019.3-2020.1) Image Sequence Render passes (New in 2019.2!) Audio Bakedown PRODUCTION PIPELINE Python (2019.3) Shotgun integration (2019.3) OpenTimelineIO (EDL, XML.) experimental 2019.3 Video editing - Storyboard (Premiere, Storyboard Pro,…)
  • 58. 58 Asset Interop (FBX, Alembic, USD import & export) Alembic Material Mapper (Film Toolbox Package) FBX Exporter Package
  • 59. 59 Live Link = MeshSync • Maya • Max • Motion Builder • Blender • Modo https://github.com/unity3d- jp/MeshSync
  • 60. 60 Rendering / Recording • Image sequence • Video (mp4, WebM, custom encoders in 2019.3, FFmpeg ) • AOVs / Render passes • Audio And… GameObjects! https://github.com/keijiro/FFmpegRecorder
  • 63. Example of Editorial Pipeline in Unity 63 Sequence01 Sequence02 Shot10 Shot20 Shot30 Shot40 MEDIA01 Video Snapshot Real-time Video Take03 Video Take02 Video Take01 Shot50EDITORIAL Photography REAL-TIME MEDIA Actors Set, FX, Crowd,... Actor1 Actor2, ... Camera Anim Dolly, crane,... ACTOR1 PHOTOGRAPHY ACTORS Body Animation Facial Animation Cloth cache,... BakedReal-time
  • 64. 64 Artists tools Shading/ Lookdev ProBuilder ProGrid EditorXR Modeling/ Blocking Set dressing Layout Rigging/ Animation Lighting/CompEditing VFX ShaderGraph VFXGraphTimeline Terrain Tools Anime ToonShader Polybrush Custom textures Cinemachine Post processing 2D animation Runtime rigging
  • 66. 66 Rendering (HDRP) Materials Lighting ● Advanced physical based materials ○ Standard ○ SSS (Disney or Gimenez) ○ Transluency ○ Distortion ○ Anisotropy ○ Irridescence ○ Coat ○ Fabric ○ Hair ● Stacklit ● Tessellation, Built-in Decal System ● Shader graph integration Physical based lighting ● Physical camera ● Real-time physical Directional, Point, Spot, Line, and Rectangle lights (Lumens, Lux, Color temperature,...) Volumetric Lighting ● Volumetric shadows ● Density volumes Shadows ● Soft shadows ● Area light shadows ● Shadow atlas texture size ● Light layers (WIP) Indirect Lighting: ● Progressive lightmapper (Editor) ● GPU accelerated ray-tracing for Baked Lightmap (Preview) ● Optics denoiser ● Importance sampling ● Pre-computed real-time GI with Enlighten (to be deprecated) ● Mixed lighting (direct real-time, indirect baked) ● Light probes ● Real-time reflection probes ● Planar reflections Transmission and Sub surface scattering Iridescence Decal PCSS shadows VS regular closeup Volumetric fog Global illumination Tools ● Volume framework ● Decals ● Shader Graph ● VFX Graph ● VFX Toolbox ● AOV API Post processing ● Tonemapping / Colorgrading ● AO ● Bloom ● Depth of field ● Vignette ● ….
  • 67. 67
  • 68. 68 Sherman (Unity, 2019) => Full project available! https://create.unity3d.com /sherman-unity-for-linear- animation
  • 69. 69 XR Oculus Quest + URP ARKit3 HDRP VR
  • 71. 71 Hero Dad – WiseBlue Studios (2019)
  • 72. Vtubers sitcom: TV Tokyo’s Watanuki-san-chino (2019) 72 https://www.animationmagazine.net/digital-media/tv-tokyos-animated-vtuber-sitcom-made-with-blackmagic-design/
  • 74. 74 Improved and more standards support
  • 75. 75
  • 76. 76 Digital characters and performance capture
  • 77. 77 Augmented reality everywhere! TV Virtual Sets, Virtual Actors Location Based Entertainment Live Events
  • 79. Convergence of Pipelines (“Hybridization”) 79 ● Physical based shading, lighting, and physical camera ● Convergence of data and material formats (FBX, Alembic, USD, MDL, MaterialX, USDShade,…) ● Improvement and Standardization of real-time materials (Stacklit, GGX, Disney SSS) ● Real-time Raytracing CHALLENGES: ● Large scenes, large number of triangles, large texture size => Hybrid pipeline (real-time and offline rendering) Þ Data transformation pipeline ● Distributed teams, fast iterations, collaborative workflow => Cloud based production pipelines
  • 80. Convergence of Distribution Platforms 80 ● Google Stadia and Nvidia GeForce Now Þ From buying hardware and installing games to Streaming Games! ● Streaming games vs Streaming Films? => Difference is a Game pad ● Netflix streaming games ? Steam streaming films? Or… ● 5G = Streaming anywhere
  • 81. A New Entertainment Era 81 ● Value is Consumption and User Acquisition, not # of sales Þ New formats (short, long, interactive, asynchronous, social,…) ● Giants building differentiable catalogues => Need a lot more new IPs! ● Switching from linear to interactive is instantaneous => Natural transmedia ● Need for social entertainment Þ VR, AR, LBE, Immersive Theatre
  • 82. Questions? More questions? Visit us on our booth! Mathieu Muller @the_f_key