The FMX Show, Europe’s most influential conference on animation, effects, games and transmedia, was home to some the most creative ideas in the visual effects space. Bill Polson, director of Industry Strategy at Pixar presented a track on pipelines, highlighting the problems of producing computer graphics at scale.
Dr. Hank Driskill of Walt Disney Animation Studio presented the shift in the company’s approach from an “assembly line” to a “hub & spoke” model while making of Big Hero 6. Ray Davis and James Golding deep dived into the specifics of game engine content pipelines at Epic Games. At the event held at Stuttgart early last month, Project Dreamspace, a project tasked with researching and developing tools in visual effects, presented its findings.
Some of the tools discussed at the forum included marker-less camera tracking with depth keying; omnidirectional video for virtual sets; lighting capture to match real and virtual lights; interchangeable real-time and highquality rendering; on-set tools for intuitive and collaborative set-up and visualisation.