Happy Holidays!

By , December 16, 2011 12:48 pm

On behalf of all of us at Vancouver ACM SIGGRAPH, thanks for another great year.

We’re taking a much needed rest until early in the New Year. Wishing you all a very happy holiday season!

Worried you’re going to miss us? Join our Facebook page or follow us on Twitter.

Naughty Dog: The Graphics of Uncharted

By , December 1, 2011 11:34 pm

Wednesday December 14th

6pm for an industry mixer (cash bar, ticket holders only). Presentation will begin at 7pm.

Vancouver International Film Centre, 1181 Seymour Street (@ Davie)

The Graphics of Uncharted

Uncharted is a series of action adventure games that present an interactive cinematic experience with dramatic action sequences driven by strong narrative. The games are distinguished by their well-loved characters and the myriad of locales with spectacular environments.  Each game of the series has been highly critically acclaimed for the story, game-play and graphics.

In this talk, Carlos will describe part of the technical process used by Naughty Dog to produce the game; from concept to final rendering. He will also discuss some of the details of the game engine, focusing mainly on the water rendering engine and how it was used in several levels of the game.

Tickets

Register

Non-members – $25

Members – $15 Members must log in to get discounted prices

Group – $20 (5 or more) Please contact us for the group rate discount code.

Bronze Sponsor

 

 

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Image Engine: The Visual Effects of The Thing

By , November 15, 2011 7:44 pm


Wednesday November 30, 2011

Neil Eskuri, Digital Effects Supervisor and Fred Chapman, Rigging Supervisor from Image Engine Designwill discuss the challenges in creating the visual effects for the highly anticipated prequel to “The Thing”.

This presentation will explore the wide range of visual effects work throughout the production process at Image Engine, highlighting the multiple creatures and transformations.  The team will also address the artistic and technical challenges involved in paying homage to the look of John Carpenter‘s iconic movie, while realizing a new vision for the 2011 film. The presentation highlights how the company’s strengths, its customized film pipeline and talented team of creature artists, all had a role to play.

Additionally, a panel of lead artists from Image Engine will be on hand to discuss their individual challenges within each discipline.

TICKETS:
 
Non-members – $25

Members – $15 Members must log in to get discounted prices

Group – $20 (5 or more) Please contact us for the group rate discount code.

DOORS:  6pm for an industry mixer (cash bar, ticket holders only)

Vancity Theatre, 1181 Seymour Street (@ Davie)

Presentation will begin at 7pm.

Bronze Sponsor

 

 

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The Art of Lighting and Rendering Rio

By , June 14, 2011 1:44 pm


Jim Gettinger, Lighting Supervisor, will discuss lighting and lighting design as it pertains to the overall aesthetic of Blue Sky Studios’ latest animated hit, RIO. This talk will explore the developmental work pursued by Jim and his team taking the listener through many stages of the production process at Blue Sky. Lighting and lighting techniques will be presented from concept art, through pre-visualization, master lighting, and compositing. Jim will also highlight the artistic and technical challenges encountered developing a stylized vision of the world renowned city Rio de Janeiro and believable original characters using Blue Sky’s proprietary photo-realistic ray-tracing software, CGI StudioTM.

More about Blue Sky Studios:

Blue Sky Studios is the Academy Award®-winning, feature CG animation studio behind the wildly successful ICE AGE franchise. Using their propriety rendering software, CGI Studio®, Blue Sky creates photo-realistic, high-resolution, computer-generated character animation and rendering to tell timeless stories to children of all ages. Blue Sky’s productions include “Ice Age” (2002), “Robots” (2005), “Ice Age: The Meltdown” (2006), Dr. Seuss’ “Horton Hears a Who”; (2008), “Ice Age: Dawn of the Dinosaurs”(2009) and the current comedy-adventure, “RIO”, in theaters now. Blue Sky Studios is wholly owned by Twentieth Century Fox.

From Black Swan to Bones: The Work of LOOK Effects

By , May 7, 2011 9:04 pm

Wednesday – May 18, 7:00 PM
From Black Swan to Bones: The Work of LOOK Effects
with Henrik R. Fett

Members: $15 // Regular: $25 // Groups (5+): $20*
* Group pricing only available through on-line advance sales.

Purchase Tickets

LOOK Effects. For over 14 years, LOOK Effects has been a leading provider of digital- effects solutions for feature film, episodic television and special venue projects. With studios in Los Angeles and New York, LOOK offers a knowledgeable and resourceful approach in partnering with their clients to supervise and produce visual effects. LOOK’s effects for Darren Aronofsky’s Black Swan were nominated for both VES and BAFTA awards for visual effects. This evening’s presentation will look at the company’s most recent work, including Black Swan, Limitless, Bones. Co-founder/Visual Effects Supervisor Henrik Fett will give attendees a peek at how and why LOOK does what they do. LOOK’s other film credits include: The King’s Speech, Wall Street: Money Never Sleeps, Step Up 3D, Just Wright, and Bounty Hunter. Television credits include: Harry’s Law, No Ordinary Family, Bones, Lost, the Emmy-nominated effects for Life After People. See more of LOOK Effects’ work at http://www.Lookfx.com

Doors open at 6:30 for a cash bar industry mixer. See you all there!

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SIGGRAPH 2011 Sizzler Reel

By , April 2, 2011 5:05 pm

TRON – Cult Favourite To Franchise

By , February 8, 2011 9:00 pm


TRON – Cult Favourite To Franchise
Cult Classic meets 21st Century Convergence
February 8, 2011

Since its inception in 1982 TRON has become a worldwide cult classic. It has since evolved into various film tie-ins, a comic series and, most recently, the 2010 film sequel TRON: Legacy, and video game TRON: Evolution.

Find out first-hand how this cult favourite was launched and how the interaction between the current film and the video game were key to solidifying the TRON franchise – not only were the assets shared, but the story as well.

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SPARK Animation 10

By , September 8, 2010 9:36 pm

Celebrating Innovation and Inspiration

September 8 – September 12, 2010

 

It’s that time of the year again! Come and join us as we celebrate our third annual festival of animation, SPARK Animation ’10!

Summoning our inner Ninja, and despite certain challenges this year, we got creative, rolled up our sleeves and put together a schedule that is sure to inspire! Opening September 8 and running through September 12, our “limited edition” schedule consists of an evening series and one full day of presentations, panels and screenings celebrating the incredible achievements and talent behind many of last year’s groundbreaking films. Our featured speakers come to us from DreamWorks Animation, Aardman, Walt Disney Animation Studios, Blue Sky Studios, Pixar Animation Studios and more! We’ll also be rounding things off with our celebrated film festival, welcoming the Vancouver film premiere of Waking Sleeping Beauty, as well as the Canadian premiere of Walt & El Grupo, introduced by director Ted Thomas.

Join us at our Opening Mixer on the eve of September 8 as we kick off the start of another fantastic event!

Looking forward to seeing you there!

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Inception (2010)

By , August 22, 2010 9:35 pm

The Visual Effects Society is pleased to present an industry screening of Inception for Vancouver ACM SIGGRAPH and VES members only. Must be current member. Please show ID at the door.

Tickets available at the door (cash only).

FILM

Sunday – August 22, 1:30 PM
Inception (2010)
USA // Dir.: Christopher Nolan // 148 min. // 35 mm // PG

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The Making of ModNation Racers

By , June 29, 2010 9:33 pm

SPEAKER SESSION

Tuesday – June 29, 7:30 PM
The Making of ModNation Racers 
with James GrieveLucas Granito & Clint Hanson

Vancity Theatre
1181 Seymour Street (@ Davie)

 

ModNation™ Racers is a new approach to kart-racing games, based around user customization and improvements to existing kart racing game play. It is heavily influenced by games like Little Big Planet® — which incorporate the mantra of Play, Create, Share — as well as the beloved kart racing games of our past.

As opposed to developing pre-designed worlds, vehicles and characters, the team had to provide a deep level of control to the user and more importantly, the ability to share creations quickly and easily. This panel will present the story behind the game’s development at United Front Games, the lessons learned in creating a user-generated content title, and the technology that was created in the process.

The first part of the talk will focus on the story of the studio, some the hurdles the team faced in creating MNR and the approaches they have taken to deal with them.

The second part of the talk will discuss some of tech developed, including:

  • Making Accessible User-Generated Track Creation Tools
  • Terrain & Cliff Tech
  • Dynamic Procedural Sky & Clouds
  • Lighting Models
  • Customizable Characters & Karts (Texture Stamping, Ornaments, etc.)

All these systems exploit the GPU/SPU in the PlayStation®3 and allow for complex user-designed creations in MNR.

www.modnation.com

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